Trivia Browser
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According to Ikuko Mimori, the sound designer for Pokémon Snap, two songs and an accompanying stage were scrapped from the game. Based on the names of the tracks ("Fantastic Horror" and "Theme of the Horror Boss"), it seems that the stage would likely have featured a Haunted or Ghost type theme. Concept art featured in the Pokémon Snap Official Strategy Guide portrays an early version of the game's setting, Pokémon Island, with an additional town and what appears to be a chapel, neither of which appear in the final game. This may be a depiction of the same cut stage, as "Fantastic Horror" uses bells that could be mounted in this chapel.
Ikuko Mimori's works:
http://web.archive.org/web/20010504025646/http://home.att.ne.jp:80/red/mimori/music/index.html#pokemonsnap
The Cutting Room Floor article:
https://tcrf.net/Prerelease:Pok%C3%A9mon_Snap#Concept_Art
http://web.archive.org/web/20010504025646/http://home.att.ne.jp:80/red/mimori/music/index.html#pokemonsnap
The Cutting Room Floor article:
https://tcrf.net/Prerelease:Pok%C3%A9mon_Snap#Concept_Art
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An unused, fully playable, ARM exists within the game's files under the name "GumShield." This ARM functions similarly to the Clapback, except incoming attacks stick to it instead of being reflected. The GumShield model also features a unique brand that went completely unused in the final game.
Footage of the GumShield ARM:
https://www.youtube.com/watch?v=nETT3y7NiZs#t=304s
https://x.com/SuperNGuy/status/1511378184461295624
https://x.com/SuperNGuy/status/1511378259111469064
https://x.com/SuperNGuy/status/1511455189919797265
https://x.com/SuperNGuy/status/1511488717915140099
https://x.com/SuperNGuy/status/1511493557001019392
Unused brand image source:
https://armswiki.org/wiki/Beta_elements
https://armswiki.org/wiki/File:UnusedLogo.png
https://www.youtube.com/watch?v=nETT3y7NiZs#t=304s
https://x.com/SuperNGuy/status/1511378184461295624
https://x.com/SuperNGuy/status/1511378259111469064
https://x.com/SuperNGuy/status/1511455189919797265
https://x.com/SuperNGuy/status/1511488717915140099
https://x.com/SuperNGuy/status/1511493557001019392
Unused brand image source:
https://armswiki.org/wiki/Beta_elements
https://armswiki.org/wiki/File:UnusedLogo.png
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Within the game's code are 22 unused reactions; while several of them are animations designed for interactions with Wisp, Gulliver, K.K. Slider, and campers, many others are standard emotions, leaving it unknown why these ones were removed. While additional reactions would be added in various updates, none of the 22 unused ones were among them.
Additionally, one unused reaction is the Shrunk Funk Shuffle; this was previously obtainable in Animal Crossing: New Leaf after obtaining all other reactions from Dr. Shrunk. Its presence in the game's code thus implies that at one point in development, players were intended to learn reactions from him like in previous titles. In the final game, players instead obtain them through a variety of methods (i.e. being taught them by villagers and Jack, purchasing Nook Miles rewards, attending aerobics classes for 50 days, and completing the Happy Home Paradise DLC), while Dr. Shrunk only appears as an occasional visitor in the Roost from Version 2.0 onward.
Additionally, one unused reaction is the Shrunk Funk Shuffle; this was previously obtainable in Animal Crossing: New Leaf after obtaining all other reactions from Dr. Shrunk. Its presence in the game's code thus implies that at one point in development, players were intended to learn reactions from him like in previous titles. In the final game, players instead obtain them through a variety of methods (i.e. being taught them by villagers and Jack, purchasing Nook Miles rewards, attending aerobics classes for 50 days, and completing the Happy Home Paradise DLC), while Dr. Shrunk only appears as an occasional visitor in the Roost from Version 2.0 onward.
YouTube video showing the unused reactions:
https://www.youtube.com/watch?v=_68tCl6emdg
The Cutting Room Floor articles:
https://tcrf.net/Animal_Crossing:_New_Horizons#Unused_Reactions
https://tcrf.net/Animal_Crossing:_New_Horizons/Revisional_Differences
https://www.youtube.com/watch?v=_68tCl6emdg
The Cutting Room Floor articles:
https://tcrf.net/Animal_Crossing:_New_Horizons#Unused_Reactions
https://tcrf.net/Animal_Crossing:_New_Horizons/Revisional_Differences
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In 2020, Minimum Records released the licensed soundtrack for Vib-Ribbon on vinyl, featuring an unused song for the game credited to Laugh & Peace titled "Rainbow". Unlike the other songs on the soundtrack that are sung by Yoko Fujita, the singer on "Rainbow" is Kumiko Ito. It's unknown why the song went unused.
Laugh & Peace - Rainbow:
https://www.youtube.com/watch?v=aDQshOaKyZg
Archived store page:
https://web.archive.org/web/20201123143105/https://www.minimumrecords.net/shop/vib-ribbon
Discogs listing for the vinyl release:
https://www.discogs.com/release/16210307-Masaya-Matsuura-Laugh-Peace-Vib-Ribbon
https://www.youtube.com/watch?v=aDQshOaKyZg
Archived store page:
https://web.archive.org/web/20201123143105/https://www.minimumrecords.net/shop/vib-ribbon
Discogs listing for the vinyl release:
https://www.discogs.com/release/16210307-Masaya-Matsuura-Laugh-Peace-Vib-Ribbon
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According to one of several patents filed by producer Masaya Matsuura and programmer John Belmonte for Sony in October 1999, it seems the game was planned to have a split-screen multiplayer mode, with the goal possibly being to see who could get the most points.
Patent with multiplayer concept art:
https://patents.google.com/patent/US6699123B2/en
Additional patents:
https://patents.google.com/?inventor=Masaya+Matsuura&assignee=sony&before=priority:19991231&after=priority:19990101
https://patents.google.com/patent/US6699123B2/en
Additional patents:
https://patents.google.com/?inventor=Masaya+Matsuura&assignee=sony&before=priority:19991231&after=priority:19990101
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The Japanese version of the game features a unique location west of Mt. Glom, a small riverside woodland simply called "?". This area is only accessible if the player patches their memory card using a CD distributed with volume 147 of Dengeki PlayStation. The primary feature of ? is Dengeki-ya, a Special Store containing a lottery, a shop, and a free Rusted Sword. Despite tying in with a magazine published exclusively in Japan, the files for ? are still present in the US release's data.
The Cutting Room Floor article:
https://tcrf.net/Breath_of_Fire_IV#Regional_Differences
Gameplay footage of a restoration patch which adds ? back to the English-language version:
https://www.youtube.com/watch?v=n6DjQzPWaKE
https://tcrf.net/Breath_of_Fire_IV#Regional_Differences
Gameplay footage of a restoration patch which adds ? back to the English-language version:
https://www.youtube.com/watch?v=n6DjQzPWaKE
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In the files for Star Fox 64 found in the 2020 Nintendo Gigaleak are references and assets for what appears to be a scrapped level named "Battleship". The string fox_map.c interchangeably calls it "Battleship", "Giant Battleship", and "Ground Ship"; it's possible that the latter could be a mistranslation of "Grand Ship", as they're spelled the same way in Japanese. The stage used a full 3D model, like Area 6 and Bolse, as its icon on the map selection screen. Its intended location was where Sector Y currently sits on the Lylat map selection screen, which is the hard path taken from Corneria, and its two branching pathways were known to be Zoness on the hard route and "Fortuna" (Fichina) on the normal route. According to the string fox_play.h, it was an all-range mode stage, and the audio_game.h string makes it appear that it was going to reuse Bolse's theme for its background music, implying that there would have been multiple phases for the level. This stage also had its own enemy data file, implying that it would have featured other enemy ships of some sort.
In October 2024, a group of modders and hackers responsible for the Star Fox 64 Decompilation Project were able to recreate this discarded stage via a fanmade patch.
In October 2024, a group of modders and hackers responsible for the Star Fox 64 Decompilation Project were able to recreate this discarded stage via a fanmade patch.
Video demonstration of the Battleship level recreation and associated Reddit post:
https://www.youtube.com/watch?v=PfMICQBAMQQ
https://www.reddit.com/r/starfox/comments/10dskim/presenting_battleship_the_lost_star_fox_64_level/
The Cutting Room Floor article:
https://tcrf.net/Development:Star_Fox_64#Battleship
https://www.youtube.com/watch?v=PfMICQBAMQQ
https://www.reddit.com/r/starfox/comments/10dskim/presenting_battleship_the_lost_star_fox_64_level/
The Cutting Room Floor article:
https://tcrf.net/Development:Star_Fox_64#Battleship
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The French version of the game features numerous differences from the US version:
• Both the auto play screen and the title screen are different, with the former using different artwork for the characters and the latter having a different design altogether.
• The Radio activity features six songs instead of eight, with four of those songs being completely different from the US version ("La chanson des nombres", "Hé mouche", "Promenons-nous dans les bois", and "La cucaracha"), and the two songs based on songs from the US version using different instruments and melodies as well as being shorter. The buttons were altered accordingly with only six present, and the four songs added in the French version use different graphics.
• The graphics for the decorations seen in the Clock activity were altered. The two sun and moon designs at the top were replaced with a different combined sun/moon design in the bottom-right corner, and instead of two green leaf designs at the bottom like in the original, there are three wood-colored leaf designs at the top and bottom-left corners. Additionally, the time display was changed from a 12-hour clock to a 24-hour clock.
• 9 holidays from the original game were completely omitted from the Bulletin Board in the French release, while others were replaced with different holidays. These include Martin Luther King Jr. Day being replaced by Epiphany, Easter being replaced by April Fool's Day, and Veteran's Day, Election Day and Thanksgiving all being replaced by Armistice Day.
• The Picnic area seems to have been deliberately removed from the French version, as it is completely absent in-game and in the manual, and interacting with the picnic basket in the backyard does nothing.
• In the French version, whenever a sound effect plays or a character speaks, the background music will stop playing until they are done. In the US version, the sound effects and dialogue will play over top of the background music.
• Both the auto play screen and the title screen are different, with the former using different artwork for the characters and the latter having a different design altogether.
• The Radio activity features six songs instead of eight, with four of those songs being completely different from the US version ("La chanson des nombres", "Hé mouche", "Promenons-nous dans les bois", and "La cucaracha"), and the two songs based on songs from the US version using different instruments and melodies as well as being shorter. The buttons were altered accordingly with only six present, and the four songs added in the French version use different graphics.
• The graphics for the decorations seen in the Clock activity were altered. The two sun and moon designs at the top were replaced with a different combined sun/moon design in the bottom-right corner, and instead of two green leaf designs at the bottom like in the original, there are three wood-colored leaf designs at the top and bottom-left corners. Additionally, the time display was changed from a 12-hour clock to a 24-hour clock.
• 9 holidays from the original game were completely omitted from the Bulletin Board in the French release, while others were replaced with different holidays. These include Martin Luther King Jr. Day being replaced by Epiphany, Easter being replaced by April Fool's Day, and Veteran's Day, Election Day and Thanksgiving all being replaced by Armistice Day.
• The Picnic area seems to have been deliberately removed from the French version, as it is completely absent in-game and in the manual, and interacting with the picnic basket in the backyard does nothing.
• In the French version, whenever a sound effect plays or a character speaks, the background music will stop playing until they are done. In the US version, the sound effects and dialogue will play over top of the background music.
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Among the files uncovered in the 2020 Gigaleak, a massive breach of internal server data from Nintendo, are early assets for characters who do not appear in the final game:
• Early textures for Wisp and Blathers. Given that both characters would later debut in Animal Crossing and Doubutsu no Mori e+, the presence of these assets reveals that they were originally planned for the N64 game before being held off and redesigned for the GameCube ports. Both early models feature different faces for the characters, with Blathers in particular resembling Celeste, who would debut in Animal Crossing: Wild World (implying that her design likely drew inspiration from Blathers' scrapped N64 model).
• Textures for a scrapped female cat villager with the internal ID CAT13. As villagers were not originally intended to change clothes, her default outfit, a Beatnik shirt, is included in her texture pack. However, no other data for her is present, leaving it unclear what her personality was going to be. The CAT13 ID (also written as CATD in hexadecimal) was ultimately given to Ankha in Animal Crossing; it is unknown if the original CAT13 evolved into Ankha during development or if she was simply assigned the ID for the sake of convenience. In Wild World onward, which uses a new ID system, the cat13 ID (spelled in lowercase this time) is instead given to Stinky (whose ID was CAT8 in the N64 and GameCube installments).
• An ID for a scrapped bear villager, BEA3. No additional data is present in the leaked files, with their associated folder being completely absent, and no villagers in Animal Crossing reuse their ID.
• Early textures for Wisp and Blathers. Given that both characters would later debut in Animal Crossing and Doubutsu no Mori e+, the presence of these assets reveals that they were originally planned for the N64 game before being held off and redesigned for the GameCube ports. Both early models feature different faces for the characters, with Blathers in particular resembling Celeste, who would debut in Animal Crossing: Wild World (implying that her design likely drew inspiration from Blathers' scrapped N64 model).
• Textures for a scrapped female cat villager with the internal ID CAT13. As villagers were not originally intended to change clothes, her default outfit, a Beatnik shirt, is included in her texture pack. However, no other data for her is present, leaving it unclear what her personality was going to be. The CAT13 ID (also written as CATD in hexadecimal) was ultimately given to Ankha in Animal Crossing; it is unknown if the original CAT13 evolved into Ankha during development or if she was simply assigned the ID for the sake of convenience. In Wild World onward, which uses a new ID system, the cat13 ID (spelled in lowercase this time) is instead given to Stinky (whose ID was CAT8 in the N64 and GameCube installments).
• An ID for a scrapped bear villager, BEA3. No additional data is present in the leaked files, with their associated folder being completely absent, and no villagers in Animal Crossing reuse their ID.
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The initial release of the arcade version features unused character biographies for the game's playable cast. These biographies are facetious in nature, for instance claiming that Shinnok was an ex-model for the Bicycle brand of playing cards and that Scorpion's mission in life is to scold a friend for punching him when he was a child. The joking nature of these biographies likely contributed to their disabling in the original build and outright removal from the game's code in subsequent updates. Examining the biographies through hacking the game shows that two of them are unfinished. Fujin is referred to as "Windgod" and Noob Saibot's biography is mostly recycled from Raiden's, with the only original portion being the cut-off opening line.
subdirectory_arrow_right Antonball Deluxe (Game)
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Pizza Tower first saw attention with the demo released in the fan-run Sonic Amateur Game Expo (SAGE) 2018. To coincide with the expo being themed around Sonic the Hedgehog, a temporary joke character named "Snick the Porcupine" was added, with a backstory detailing how Peppino (dressed in blue like Sonic) had intended to go to SAGE, but ended up at the "Snick Amateur Games Expo" and instead made do with Snick's games (Pizza Tower levels). Upon clearing the SAGE demo, Snick will then turn into "Snick.EXE", a parody of the Sonic.exe creepypasta, starting an exclusive mode called "The Snick Challenge" where Peppino must evade Snick.EXE while playing through all 3 stages in the demo in order. The completion reward is a fully playable Snick with a unique moveset and animations, with taunts referencing a set of YouTube Poop music videos by user iteachvader that were based on the animated series Adventures of Sonic the Hedgehog.
Snick would later make a cameo in the SAGE 2020 demo for Antonball Deluxe - a game with connections to Pizza Tower - bringing back the same setting, playable Snick, and The Snick Challenge, but with Snick.EXE instead chasing the player through the regular demo playthrough and the requirement to collect "Ruckus Rubies" to unlock Snick. Since Snick was also not meant to appear in the final release, the Ruckus Rubies use directly-ripped sound effects from the Sonic series.
Despite his removal, Snick still makes many cameos in the final version of Pizza Tower. The tiles for the Slum hub area feature a Missing poster inquiring about Snick's whereabouts, the Refridgerator-Refridgerator-Freezerator stage features a similar Wanted poster on the side of a milk carton, one of Gustavo and Brick's taunts has Brick turn into Snick, and the Pizzaboy's Wash N' Clean area has Snick covered in a freshly-washed blanket, making him appear like a ghost. Peppino's blue outfit also returned under the name "Sage Blue", which can be unlocked by clearing Floor 1 in less than an hour.
Snick would later make a cameo in the SAGE 2020 demo for Antonball Deluxe - a game with connections to Pizza Tower - bringing back the same setting, playable Snick, and The Snick Challenge, but with Snick.EXE instead chasing the player through the regular demo playthrough and the requirement to collect "Ruckus Rubies" to unlock Snick. Since Snick was also not meant to appear in the final release, the Ruckus Rubies use directly-ripped sound effects from the Sonic series.
Despite his removal, Snick still makes many cameos in the final version of Pizza Tower. The tiles for the Slum hub area feature a Missing poster inquiring about Snick's whereabouts, the Refridgerator-Refridgerator-Freezerator stage features a similar Wanted poster on the side of a milk carton, one of Gustavo and Brick's taunts has Brick turn into Snick, and the Pizzaboy's Wash N' Clean area has Snick covered in a freshly-washed blanket, making him appear like a ghost. Peppino's blue outfit also returned under the name "Sage Blue", which can be unlocked by clearing Floor 1 in less than an hour.
PT SAGE Demo:
https://www.youtube.com/watch?v=KpJbtbKypx8
Snick's taunts:
https://www.youtube.com/watch?v=l0iI0fZPtO0#t=844s
Notable timestamps:
Manual with backstory: 0:09
The Snick Challenge: 22:58
Playable Snick: 28:44
AB SAGE demo Part #1:
https://www.youtube.com/watch?v=dL6y4QgCeiw
AB SAGE demo: unlocking Snick as Paul in the Snick Challenge:
https://www.youtube.com/watch?v=68UY9u4r770
AB SAGE demo: Snick in the Snick Challenge:
https://www.youtube.com/watch?v=Y9_vCs77pbI
All secrets in Pizza Tower final:
https://www.youtube.com/watch?v=I6g2eED-pZU
Notable timestamps:
Snick missing poster: 2:34
Wash N' Clean: 4:19
Gustavo & Brick's Snick taunt:
https://www.youtube.com/watch?v=rIRGBlwn5W0#t=75s
Snick's missing carton on Freezerator:
https://www.youtube.com/watch?v=tsDr0-qaASg#t=243s
Sage Blue Outfit:
https://www.youtube.com/watch?v=isHLf-PWrFA#t=28s
https://www.youtube.com/watch?v=KpJbtbKypx8
Snick's taunts:
https://www.youtube.com/watch?v=l0iI0fZPtO0#t=844s
Notable timestamps:
Manual with backstory: 0:09
The Snick Challenge: 22:58
Playable Snick: 28:44
AB SAGE demo Part #1:
https://www.youtube.com/watch?v=dL6y4QgCeiw
AB SAGE demo: unlocking Snick as Paul in the Snick Challenge:
https://www.youtube.com/watch?v=68UY9u4r770
AB SAGE demo: Snick in the Snick Challenge:
https://www.youtube.com/watch?v=Y9_vCs77pbI
All secrets in Pizza Tower final:
https://www.youtube.com/watch?v=I6g2eED-pZU
Notable timestamps:
Snick missing poster: 2:34
Wash N' Clean: 4:19
Gustavo & Brick's Snick taunt:
https://www.youtube.com/watch?v=rIRGBlwn5W0#t=75s
Snick's missing carton on Freezerator:
https://www.youtube.com/watch?v=tsDr0-qaASg#t=243s
Sage Blue Outfit:
https://www.youtube.com/watch?v=isHLf-PWrFA#t=28s
subdirectory_arrow_right Moon (Game)
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Yoshiro Kimura videos:
https://www.youtube.com/watch?v=DLgU3hMVkLA
https://www.youtube.com/watch?v=mGBRgqlxjwo
Yoshiro Kimura and Kazuyuki Kurashima Famitsu interview:
https://web.archive.org/web/20200814014007/http:/vgperson.com/posts.php?p=moonswitchfamitsu
Article about cut ending:
https://vidyasaur.medium.com/lost-moon-on-the-unused-ending-of-moon-remix-rpg-adventure-155af430eae2
Original upload of the cut area:
https://www.nicovideo.jp/watch/sm25266675
English fan translation of the cut area:
https://www.youtube.com/watch?v=OCNNXKtL01c
The Cutting Room Floor article:
https://tcrf.net/Moon:_Remix_RPG_Adventure_(PlayStation)#The_Dragon.27s_Room
Bilby White-Feathered Arrow interaction:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=8607s
Minister documents:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=5879s
https://www.youtube.com/watch?v=DLgU3hMVkLA
https://www.youtube.com/watch?v=mGBRgqlxjwo
Yoshiro Kimura and Kazuyuki Kurashima Famitsu interview:
https://web.archive.org/web/20200814014007/http:/vgperson.com/posts.php?p=moonswitchfamitsu
Article about cut ending:
https://vidyasaur.medium.com/lost-moon-on-the-unused-ending-of-moon-remix-rpg-adventure-155af430eae2
Original upload of the cut area:
https://www.nicovideo.jp/watch/sm25266675
English fan translation of the cut area:
https://www.youtube.com/watch?v=OCNNXKtL01c
The Cutting Room Floor article:
https://tcrf.net/Moon:_Remix_RPG_Adventure_(PlayStation)#The_Dragon.27s_Room
Bilby White-Feathered Arrow interaction:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=8607s
Minister documents:
https://www.youtube.com/watch?v=8Up3i91KZ-0#t=5879s
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There are four unused music tracks in the game. Two of them were planned to be character themes for Makoto and T.O.B.O.R., and the other two were planned to be racetrack themes for Pinball Canyon and Dr. F's Daredevil Drive.
subdirectory_arrow_right Nintendogs: Chihuahua & Friends (Game), Nintendogs: Shiba & Friends (Game), Nintendogs: Dachshund & Friends (Game), Nintendogs: Dalmatian & Friends (Game), Nintendogs: Best Friends (Game)
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There are two unused pieces of headgear in the files of the original Nintendogs games: a chonmage wig (a Japanese male ponytail haircut worn by samurais in the Edo period to hold their helmets in place), and an afro wig. The chonmage has an unused description found in the Japanese version of the games and had all of its assets in the international releases replaced with the data for the Rainbow Wig. The afro on the other hand was finished enough that you can use cheat codes to make a dog wear it, but it does not have any leftover text or item attributes that let it be obtained as an item. It may have been cut from the games late into development due to concerns over racial offense and replaced with the Rainbow Wig, which has a very similar appearance to the afro, but with a rainbow-colored texture instead of one resembling black hair.
The Cutting Room Floor articles:
https://tcrf.net/Nintendogs/Unused_Item_Data
https://tcrf.net/Nintendogs/Unused_Text#Chonmage
Nintendogs Rainbow Wig footage:
https://www.youtube.com/watch?v=dU8HifjvgdI
https://tcrf.net/Nintendogs/Unused_Item_Data
https://tcrf.net/Nintendogs/Unused_Text#Chonmage
Nintendogs Rainbow Wig footage:
https://www.youtube.com/watch?v=dU8HifjvgdI
subdirectory_arrow_right JoJo's Venture (Game)
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JoJo's Bizarre Adventure: Heritage for the Future was originally released as JoJo's Venture in December 1998. This version suffered from a rushed development, reflected by the abundance of unused assets in its code, including both finished and unfinished sprites for various attacks, cutscenes, and HUD elements. An updated version would come out eight months later, this time using the series' full title and adding the Heritage for the Future subtitle. A significant chunk of the unused assets in JoJo's Venture would be polished up and incorporated in this newer version.
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To avoid loading everything in memory when the player visits the HQ, recruitable agents are given separate archives for their models. Several Sims who are not recruitable have separately stored models in addition to their regular map models, suggesting they were intended to be recruitable at some point. The Sims in question are Chef Gino, Ol' Gabby, Barney Cull, Dr. F, DJ Candy, Alexa Lexington, Chaz McFreely, Chef Watanabe, Justice, Tim (whose files were used in an earlier build of the game), and Proto-Makoto (a character who was scrapped from the game entirely).
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Faith Connors from Mirror's Edge and Natasha Volkova from Command & Conquer: Red Alert 3 were planned to appear in the game as guest characters, but were both scrapped for unknown reasons. Despite this, Faith makes a cameo as a picture on the wall of Gal Force 4's base, and Natasha has leftover files in the game, suggesting that she was cut late in development. Additionally, artwork exists of an old man character who would have appeared in the game as a member of Crescent Moon, but was also scrapped.
Unused characters:
https://tcrf.net/MySims_SkyHeroes_(PlayStation_3,_Xbox_360,_Wii)
Faith cameo:
https://www.youtube.com/watch?v=nPu7igeTrXM#t=27s
https://tcrf.net/MySims_SkyHeroes_(PlayStation_3,_Xbox_360,_Wii)
Faith cameo:
https://www.youtube.com/watch?v=nPu7igeTrXM#t=27s