Unused content in Splatoon

Like any game, Splatoon went through many different changes while the game was being developed. This page lists all of those changes that we know of.

Octo Valley
The November 5th, 2014 Nintendo Direct showed off what would later be known as Octo Valley for the first time. However, there were many differences compared to the mode in the final release.

Entrance
The entrance to Octo Valley is Cap'n Cuttlefish's manhole. However, back then, the location of the manhole was slightly different. It was still in a corner, but there were no trash cans or a vending machine nearby. This might have been a totally different location, or perhaps the trash cans and vending machine were added later on.



Prior to the game's release, it showed a white wall behind Cap'n Cuttlehish's manhole, which mean it could've been near Shrimp Kicks or probably somewhere close to Booyah Base. But this could also mean that Cap'n Cuttlefish was actually at the location where Spyke is in the final game.

Health meter and Sunken Scrolls
In the prerelease version, the player had five lives; in the full game, this was shortened down to three, presumably for a little more challenge. In addition, the outline for the Sunken Scroll is different from the outline in the final version. Here, it looks more like an outline for 2 sheets of paper rather than a scroll itself.

Lighting engine
As with many games, the light engine was much darker in the prerelease version.

Enemy Differences/Unused Enemies
In one part of the trailer which appears to be in a level similar to the final game's Shifting Splatforms, a normal, standing Shielded Octotrooper can be seen firing ink rapidly. In the final game, this trait is only given to Twintacle Octotroopers, as normal Octotroopers will only fire one blob of ink at a time.

An unused enemy can also be seen in the video. It appeared to be a tall enemy, wearing what appears to be a cloak, and was supposed to appear in a pool of ink. It is unknown if this was an early Octosniper, or just a different cut enemy.

Multiplayer
Various changes in the multiplayer modes can be seen, including map differences and minor cosmetic differences.
 * Signals are different. In the prerelease version, there is one signal with the text "Signal" rather than two signals.
 * An unused color known in the database as "Moth Green" was to be used in Octo Valley, and presumably multiplayer. It was shown in several trailers and images as dull green. It is also seen on the back cover of the Splatoon disc case.

Weapons
Early weapon icons found in Super Mario Maker's internal data indicate several differences from the final game:
 * Footage showing the Dynamo Roller in the Octo Valley trailer showed that it's roller head, and presumably all other roller's heads didn't fold to the side while standing still or running in humanoid form.
 * The Classic Squiffer initially had Burst Bombs as its sub, according to the Octo Valley trailer.
 * Early concept art and the Octo Valley trailer showed the Rapid Blaster had the bottom part of the Rapid Blaster Pro attached to it.
 * The Disruptor initially lacked a handle and was a black ball.
 * Early Inkstrikes strongly resemble rockets and were colored grey initially.
 * The Sprinkler's metallic portions were originally much thinner.
 * The Squid Beacon had the shape of a flag and lacked any satellite-like elements.
 * The Suction Bomb was originally a small ball.
 * The Splash Wall originally was a white contraption that stands on a long stand, indicating the ink from the Splash Wall was originally shot upwards.
 * The Burst Bomb initially has more of an oval shape, and the lines stretching around it were less straight.
 * The early Bubblericon was more transparent and lacks the silhouette of an Inkling.
 * A recolored Inkzooka named "BigLaser" in the files. Presumably, this was a placeholder for the Killer Wail, as it's japanese name translates to "Megaphone Laser".


 * In addition, a placeholder icon can be found for weapons that do not have an icon at that time. These weapons include:
 * Seeker
 * Ink Mine
 * Echolocator
 * Point Sensor
 * Bomb Rush
 * Kraken

Stages

 * An early version of Arowana Mall was slightly thinner, had overhanging roofs and pillars along the side, and featured a thin gate towards what appears to be the center of the stage.
 * Blackbelly Skatepark originally featured stairs near the ends of the stage and at the entrance to the central area surrounding the tower.
 * Saltspray Rig originally had small areas further to the left and right of the stage, and the bottom platform was split into two and could only be accessed from the sides.
 * The center of Urchin Underpass was originally larger and had two central entryways from each side instead of one.

Inkopolis Plaza
Shown in some screenshots, Inkopolis Plaza had a slight redesign before the game was released. All of the changes were aesthetic, and did not affect the Plaza.
 * The alley where Spyke resides in the final game was originally where the porthole to Octo Valley was. In the final game, the porthole was moved to the right side of the Inkopolis Tower near the vending machines.
 * The Squid Sister's studio did not have a background and had the sisters stand near the television instead of sitting on the two seats in the final game.
 * There was originally a tree next to Cooler Heads that was removed in the final game.
 * A lamp pole near Spyke's alley was removed in the final game, as well.
 * The yellow concrete arrow near Inkopolis Tower originally pointed upwards and was shaped like a squid.