The remaining bits of data or map could sometimes result in false cases of Notice This, and players getting an Empty Room Psych out of it. As such, unless the space was needed, dummied content would just be left in with all references in the other files cut. Much of the debugging was getting the structure to cooperate with the console, so removing large batches of code was impractical at best and often opened up more problems than it solved. The reason for this is because most video game consoles use static file structures, referring to particular data segments. For instance, setting the game so a particular enemy never actually spawns, or removing all entrances to a level that was never finished. Except instead of deleting the data entirely, the programmers just remove all legitimate ways to access it, leaving pieces of it in the game code (textures, models, sprites, etc.). When some feature, level, monster or something else was meant to be put in a game but ultimately ended up getting cut out for whatever reason.
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