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* ''Tattoo Assassins'', Data East's (specifically, developed by the US-based Data East Pinball, now known as Stern Pinball) ''[[Mortal Kombat]]'' [[Follow the Leader|clone]] is definitely this. [http://www.bunnyears.net/tattoo/ This site] very much tells the story behind the troubled development of the game.
* ''[[Jurassic Park]]: [[Trespasser]]'': As explained in an [http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php online feature] or [http://www.youtube.com/watch?v=k6A3SaRr26M this video] about this [[Obvious Beta|infamous botched]] 1996 FPS, ''Trespasser'' had a host of design and logistical problems that caused its design team to severely scale it back from their initial goals. An ambitious plan to have friendly and hostile dinosaurs that reacted to you through a groundbreaking AI system was largely abandoned because the creatures couldn't decide what mood to pick (the AI was set to maximum hostility as a quick fix). The melee weapons didn't work (so they had all their mass removed, making almost all of them useless), textures were largely scaled back because of compatibility issues and there were serious issues with the game's physics system. A botched licensing deal (they couldn't use [[John Williams]] iconic music in the game, so they had to create their own), mismanagement between the game's design team, and a continuously-delayed release caused the game to be dead on arrival, and it was quickly forgotten.
* ''[[Metroid Prime]]''. Not counting that producer [[Shigeru Miyamoto]] asked to throw out basically everything during early stages, at a certain point, the Japanese crew was spending most of their year in America overseeing the game and Retro's staff was pulling all-nighters, working 80–100 hours a week neglecting family and [[G-Rated Drug|nourishing on atomic fireball candy]] ([https://web.archive.org/web/20090826172429/http://wii.ign.com/articles/101/1016511p4.html a total of 72 gallons of them among the staff]).
** Which is just about ''[[Values Dissonance|normal]]'' [[Values Dissonance|schedule for the Japanese developers]].
* ''[[Splinter Cell]]: Conviction'': It took almost four years from the time the game was announced (via an internal leak of images from the game in mid-2006) to its release because of several major gameplay shifts, including a halfway-finished product that was essentially thrown out midway through production. The original game, helmed by Ubisoft Montreal, featured Sam Fisher (now on the run from Third Echelon) as some type of homeless drifter sporting a beard, hoodie and makeshift weapons and devices, and the gameplay was intended to be a sandbox-type shooter where Sam would investigate various locales to get information (and memories) about his daughter. The game was seen as a serious departure from the franchise, and Ubisoft canned it midway through development over negative fan reaction and claims that its gameplay was too similar to the original ''[[Assassin's Creed]]''. Several features were unceremoniously thrown out (including several abilities that enabled Sam to blend into his environment, move objects around and fight hand-to-hand against enemies), and the game's entire structure was revamped. ''Conviction'' would eventually be released in early 2010.
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