#unused content
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anueutsuho · 2 days ago
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This is flagged as mature content. What the fuck.
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Top: unused background graphic found in the data of Super Mario Advance 4.
Bottom: curiously, this background is highly reminiscent, but not actually identical, to the texture used for the ceiling of General Guy's room in Paper Mario. In fact, it appears that both of these were based on some unseen source image (possibly a stock graphic) since both of them display traces of being cut up and pasted together in different ways.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
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zombiekittypets · 6 months ago
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so those new pokemon leaks huh?
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spooky-month-archive · 1 year ago
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Unused concepts for a Spooky Month and Mandela Catalogue crossover
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sea-beam · 1 year ago
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mysterious cut character from pokemon ruby and sapphire my beloved...🌠
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milatheartsy · 5 months ago
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Been trying to catalogue unused voice lines starting with episode 1 and like the lines in the go back to the basement to save lukas route seems to have alternate versions that i don't... think were ever used? please correct me if i'm wrong.
They're still referenced in the files as an "alt" whatever that means but i don't think they can ever be triggered (and if they could i've never seen them? That would be cool to see honestly)
Blood being referenced in mcsm is still insane to me like WHAT blood you're in MINECRAFT
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funger-rips · 9 days ago
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Fear and Hunger: Termina - Reila with Glasses (Unused Sprites and Mockup) Note: The full-body sprites of Reila with glasses on are EDITS, where I placed the bust sprites (seen above- unused, but present in the files) of her onto her standard sprites used in-game. They merely serve as an informative mockup as to what she could have looked like, combining content present in the files. The sprites are otherwise unmodified.
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galaxyseclipse · 3 months ago
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I always thought it was weird that Rouge wasn't available in the character menu in Shadow Generations's collection room, considering she y'know, showed up in the game
but apparently she was going to be??
anyway here's the animation(s) that would've played had she been available
these are like basically done?? it's a little jittery and I would hope the wings going through the hair would've been fixed, but like????
there are also mouth material and eye uv animations for this, but idk how to import those yet. I'm guessing that she'd look and smile at the camera tho
unfortunately I looked at the text files for this menu and her description isn't there anymore, but there are not one but two blocks of dummy text, so was someone else meant to show up, too?
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pixelsproject · 2 months ago
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『Mega Man 2∶ The Power Fighters』 Unused Hadoken Attack
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"It looks like it was planned for Mega Man to be able to do some Hadouken-like attack, though no possible projectile was found. A Hadouken move was previously featured in Mega Man X, where it is fired much like in the Street Fighter series." [The Cutting Room Floor]
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RELATED POSTS ↴ [Mega Man] Unused Elec Man Pixel Sketches [Mega Man X] SNES & iOS Versions
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badlydrawnbabydirk · 3 months ago
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\ unused halloween costumes. (plus height reference chart i guess?) i just love how the baby looks ,,, augh augh augh augh
\ also update coming soon smile smile
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mystycalypso · 17 days ago
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Alright, it’s back up, Thanks to @yossarianirl​ and @sheepthingg​ for reassuring that this isn’t something to worry about sharing despite what Reddit says
(Honestly it’s such a relief to hear because I think not being able to share unused content would be awful, especially in this case where clearly it’s wanted to be seen by the fans) 
Still plan on making art over some of the voice lines because I think Ian did a great job but I am glad to share these again. 
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Anyways, got some cool Professor Venomous art coming soon, can’t wait to share it. 
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moldy-beans · 6 months ago
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I should probably. Rest.
Anyway here's the first eclipse drawing I did, a few months ago. I never used it, obv, but imma post it
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spooky-month-archive · 6 months ago
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An unused script for Spooky Month 6: Hollow Sorrows, showing a scene where the kids imitate Gregor to protect Kevin. It was scrapped as it broke the golden rule of Skid and Pump being oblivious to danger
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bluu3berry · 3 months ago
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GIVE ME-
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PLEASEE, I want to make an AU of them maybe swapped or something but like... GUH idk:(
Anyways give me your ideas, designs, or lore you've made up for them!
Don't repost, reblogs encouraged!!!
@anon-coke @scramble-eg @superbfirnacho @the-second-reason @phishyyphish
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jumpstartfactoftheday · 2 months ago
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The original release of JumpStart Adventures 3rd Grade and JumpStart Adventures 4th Grade: Haunted Island include hidden screens within their files with the messages "you should not see this" (for JumpStart 3rd Grade) and "You should never see this screen." (for JumpStart 4th Grade). The intended purposes of these screens isn't exactly clear, but they do accomplish not being seen in-game, as stated.
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aquatark · 3 months ago
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mini eo fact:
you know eo2's loading animation? iconic, the moment, etc...
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well did you know that at one point in the game's development, we might have had a different one?
located right next to the textures for the final loading animation in the game's files, there's another set of a pair of penguins walking towards the screen!
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making them into a gif again, we can see what it might have looked like:
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pretty neat, right? :D
what i find most interesting is how this unused penguin sheet is the exact same size as the sheet of loading icons used in eo1!
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so i'm almost certain it was used as a base - made at a very early point in eo2's development.
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l-1-z-a · 2 months ago
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🎨 Unused Personalization Styles in The Sims 2: Analysis of Hidden Customization Mechanics by Perpexity AI Deep Research
Perpexity AI Deep Research generated a really interesting research about the list of strings "unused - Personal styles" . And I want to share it.
List documented on The Cutting Room Floor:
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The development of The Sims 2 involved extensive experimentation with gameplay mechanics, many of which remain as code artifacts. The table with identifier 0x000000D2, containing categories like Natural, Romantic, Dramatic, Classical, Eclectic, and Trailer Park, represents a fragment of an unfinished personalization system that could have revolutionized character and environment customization[1][2].
Evolution of the Style System During Development
Origins of the Concept
During early development, Maxis experimented with a multidimensional trait system that expanded beyond core personality parameters. Internal game files suggest that Personal Styles were intended to complement existing Aspirations and Turn-Ons/Turn-Offs, dynamically generating Sims' preferences for clothing, decor, and social interactions[2]. Unlike the final implementation, where players manually select aesthetics, the original design proposed automated style-based preference generation.
Technical Implementation
Analysis of string identifiers (0x7FE59FD0) and data structures reveals that the style system was deeply integrated into the game’s core architecture. Each style included:
- Unique object interaction animations
- Predefined color palettes for Create-A-Sim (CAS)
- Architecture generation algorithms for Build Mode
- Behavioral patterns for social dynamics[2]
Connection to Other Cut Features
These styles intersected with the scrapped Neighborhood Aspirations system, where neighborhoods would gain thematic specializations (family-oriented, career-focused, etc.). Early builds suggest style choices for households could influence:
- Frequency of specific Townie types
- Availability of exclusive build-mode objects
- Unique random event generation[1]
Analysis of Style Categories
Natural
Focused on organic materials, linen clothing, and outdoor activities. Code references unused gardening animations and nature-related interactions[2].
Romantic
Emphasized Victorian architecture, lace textures, and increased frequency of romantic interactions. Unused dialogue includes poetic declarations of love[2].
Dramatic
Featured theatrical behaviors like exaggerated gestures and conflict-prone traits. Files contain unused stage props and harlequin costumes[1].
Classical
Inspired by Greco-Roman architecture with columns and mosaics. Elements later appeared in the University expansion[1].
Eclectic
Mixed historical eras and cultural motifs. Technical limitations in 2004 prevented implementation of dynamic object combinations[2].
Trailer Park
A controversial "lowbrow" aesthetic with rusted furniture and graffiti. Likely removed due to concerns about ESRB ratings and cultural sensitivity[1].
Reasons for Removal
Technical Constraints
Implementing dynamic styles required:
- Additional 512MB RAM
- High-resolution texture sets
- Complex asset prioritization systems[2]
Gameplay Balance Issues
Playtesting revealed that automated style generation:
- Limited creative freedom in CAS and Buy/Build Mode
- Clashed with Aspiration fulfillment mechanics
- Overcomplicated tutorials for new players[1]
Marketing Considerations
The Trailer Park style risked increasing the ESRB rating to Teen, which conflicted with EA’s family-friendly branding. Internal documents cite worries about reinforcing stereotypes[1].
Legacy in the Final Game
Elements of the scrapped system resurfaced in:
- The Hobbies & Interests system from FreeTime
- Neighborhood-specific Townie generation logic
- Hidden compatibility parameters for social interactions[2]
Conclusion
The 0x000000D2 style table exemplifies the developers’ ambitious vision that outpaced 2004-era hardware. While cut from the final release, these concepts laid the groundwork for later innovations, including The Sims 4’s Lifestyle system.
Citations:
[1] The Sims 2 Cut Content: Unreleased Features, Graphics & More! (YouTube)
youtube
[2] The Cutting Room Floor: The Sims (Windows)/Unused Behaviors/Sim Features
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