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Sabrina the Animated Series: Zapped!
2
There's a few unused messages hidden in the ROM that differ from the US and EU version. In the US, there are 3 messages of "Hello there!" whereas in the EU version they read:
"Wow Salem, so this is what the inside of a hex editor looks like..."
"Hello there!"
"Hey look! Someone ripped our game!!!"

There is also a large chunk of uncompiled code, and for some reason the file path to the developer's ZoneAlarm settings: "C:\PROGRAM FILES\ZONE LABS\ZONEALARM\ZONEALARM.E"
GoldenEye 007
1
Attachment There's a hidden test level called "Citadel" found in the game's coding. It was designed during the early stages of multiplayer and had it been functional in the finished game, Oddjob and Mayday wouldn't have been available to play.

The level can only be accessed through the use of a cheat device. As an obvious test level, however, there are numerous glitches which prevent it from being properly playable.
Super Mario World 2: Yoshi's Island
1
Attachment There are a number of unused transformations in the ROM that never made it into the final game. These include a plane, a mushroom and a tree.
The Legend of Zelda: The Minish Cap
1
Attachment In the code of the ROM is what appears to be a man wearing a pair of underpants, a cape, and a crown. It's very out of style and obviously just a scribble, but it also includes a full walking sprite-set, as well a number of other random animations.
The Lost Vikings
1
Attachment There is an unused alternative version of the background music that plays during the Egypt levels, hidden in the ROM of the game.
Castlevania: Symphony of the Night
1
Attachment There are two familiars that didn't make the cut during the transition to the Western market. These are the Half-Fairy and the Nose Demon. They are almost exact copies of the normal Fairy and Demon, but with different graphics. They are still programmed into the Western version, but their familiar cards are no longer available, and thus have to be activated using GameShark codes.
Castlevania: Symphony of the Night
1
Attachment A debug room can be accessed using GameShark codes, which features some testing tiles, and a Japanese voice track, which when translated reads:
"Hi, I'm Joji Yanami. I'm not a young man anymore. I've done this job for a long time. Eyup. I've done a lot of stupid roles. Man, though, this year has been so hot, I could die. It's way too much... I'm an old man, you see. I can't do anything anymore. It's exhausting. Someone save me, please. It's already September. I think something will come of all this, maybe. Old age is old age. Maybe not, though. Yeah. Well, that's all. See you, then."
Castlevania: Symphony of the Night
1
There are a large number of unused dialogue pieces in the Symphony of the Night's data, including what may be an unused ending. Many of these sound files are alternate versions of voices that are already used in the game, but extended or slightly different.

A series of clips can be found in the game's sound files, which seem to be an unfinished ending. It seems to suggest that Maria intervenes in the fight between Alucard and Richter, where she becomes possessed or transformed by Shaft. It includes both winning and losing quotes, and ends with Alucard reflecting on the apparent death of both Richter and Maria. While the PlayStation Portable and Saturn versions allows a fight with Maria, it is not under these circumstances. There are no other suggestions towards this ending, but it is assumed to be an alternate ending during the fight with Richter when not using the glasses.
Castlevania: Symphony of the Night
1
Attachment With the Lyric Card equipped, the player can activate a secret lullaby from the Fairy if Alucard sits in a chair for a period of time. This was only available in the Japanese version of the game, as the familiar that sings it was removed from the international release. But, Konami actually went out of their way to translate this song into English for the PSP version, too.
(Attachment will play both Japanese and English.)
Castlevania: Symphony of the Night
subdirectory_arrow_right Akumajou Dracula X: Gekka no Yasoukyoku (Game)
1
Attachment The Saturn version includes a number of extra areas and features unavailable in the PlayStation version. Most infamously being that of the Underground Garden, as the entrance is still visible in the PlayStation version, though inaccessible. The player can glitch the game into allowing access to this area, but it is unfinished and only a glitched out save point is available.
Castlevania: Symphony of the Night
1
Attachment When inserting the game disk into a CD player or PC and attempting to listen to it, a message from Alucard can be heard which says:

"As you can see, this is a PlayStation black disk. Cut #1 contains computer data, so please, don't play it. But you probably won't listen to me anyway, will you?"

A similar message from Alucard's Japanese voice actor exists in the Saturn version.

After his message finishes, you'll then be treated to an untitled electronic remix of the "Dracula's Castle" theme.
Star Wars: The Old Republic
1
During development, the writers were considering the idea of a Killik companion, however they thought it would not fit with the story. Ultimately the idea was dismissed, but it inspired the Imperial Agent class companion Vector Hyllus, a human Killik Joiner.
Mario Kart 64
1
Attachment In its early beta stage, the game was known as Super Mario Kart R. Some differences were Kamek as a playable character who would later be replaced with Donkey Kong. Also there was an option to have the multiplayer screen set to horizontally or vertically, but this was removed in the final version. A number of other small differences were the avatars in the "Character Select" screen, the textures of the "Item Boxes", the feather as an item, and other minor graphic details.
Vigilante 8
1
Attachment Originally the character Jade Champion from the PC game Interstate '76, released in 1997, was to make an appearance as a playable character. However, she was eventually cut from the game.
Final Fantasy VII
2
Attachment There are large quantities of cut content from the soapland 'Honey Bee Inn'. The content is as follows:

Whilst in the club, Cloud could end up in a bathtub with nine muscular men, peep through keyholes of occupied rooms, have makeup applied, and choose a room to stay in. You could have also encountered Palmer, head of the Shinra company's space program, coming from one of his regular "bath sessions". There was also a waiting room and employee's louge which players could visit and interact with NPCs.

Whilst some of this content was ultimately cut from the game, the unfinished content can be found on the discs of the original Japanese release and can be accessed through file hacks.
Tekken 3
1
In the arcade cabinet's data, there are references to a secret character named "SAKE", though it is simply Yoshimitsu's model using Jin's move set.

Katsuhiro Harada has gone on to say that SAKE was originally planned for the game as an additional animal character, however SAKE was actually a salmon. No matter if the players punched or kicked, the salmon would simply flop around and make a flapping noise. This was removed as they were concerned that players would be angry about spending 100 Yen to play as a fish that can't do anything.

There were also plans for another character named INSECT, who would be a giant praying mantis. This is because there was a bug in the program which would make characters arms, legs and waists appear incredibly skinny, and they looked like a praying mantis. The idea was dropped as there weren't enough resources, what with adding so many other new characters.
Kid Dracula
1
Attachment On the title screen, entering the Konami Code will play a short tone as if a cheat code was entered correctly, but pressing Start afterwards will instead send you to a black screen with the message "SORRY! NOTHING THIS TIME!". Based on existing coding for an additional cheat flag in the game's data, it's possible that this use of the Konami Code was originally meant to activate a different cheat that would grant 50 lives at the start of a new game, more in line with past uses of the Konami Code.
Suikoden II
1
If Jowy is hacked into the party during the game, neither the "King" version, or "Best Friend" version will appear in the HQ anywhere. They can both be removed and added to the party with unique (and different) dialogue, despite these never normally being accessible through traditional means. "Best Friend" Jowy can also be awarded the statue that appears at the top of the castle for obtaining the most kills, even though he is never a part of the party's team after the events that lead to the castle being accessible.
Suikoden II
1
There are many unique dialogue choices for the end of the game after defeating the Beast Rune. Some of these require special conditions to be met, such as having only a single character with you.

Jowy and Nanami can also be hacked into the party using code, which will reveal Jowy having glitched text, but Nanami will have understandable dialogue.
Bomberman Generation
1
Attachment There is an unused texture of one of the octopus enemies where it was brown instead of purple. This likely was not used because the enemy has large pink lips, and US audiences might find it offensive.
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