While Cuphead was being developed, there were some content that never made it into the final product. There could have been many different reasons on why some of these things were taken out of the game like time constraints and other problems.
The Demon Bat was a horned bat who would’ve had a hell-like environment, and prior to getting removed, they would have either been the precursor fight to the The Devil, or would have acted as the Devil's fight. He was first seen in the E3 2014 trailer, and a few screenshots from that era. He wasn't seen after this. Of the three phases coded, we have only seen the ones in which the bat and coffin forms appear, which would open up to free its bat minions, where they fly across the screen at the player.
Jelly the Octopus would’ve been one of the bosses from the four removed airship levels, and he would simply move back and forth. The player would only able to damage it by parrying its little bulb at the top of its head, which would stun it for a short moment, before moving again at a slightly higher speed, and slowing back down when the player can parry its bulb again. According to Jake Clark, the boss' name was Jelly the Octopus. This is the only airship level that has been seen, the other three can be found referenced in the code, all of which use a similar focus on the parry, and would have likely acted as a challenge level to earn Super Arts, before getting replaced by thee mausoleums.
The Giant Spider was probably the most popular and most unknown of the unused bosses. No details exist about the boss, including its attacks or amount of phases it would have had, and unlike most of the cut bosses, no data exists for it within the game's code. Its design is a grey-ish spider with a suit and hat. It would have been fought in a flying level.
Betty Beet would’ve been a boss that was part of the Root Pack. She would’ve moved around and throw beets at the player. She was removed for unknown reasons.
The Light appears in debug mode. The boss appears to be a green frog or lizard wearing a hat, though this art is only a placeholder. There are six blue light beams rotating around the platforms. When a light suddenly turns yellow, it is about to turn red, which would cause damage. For added difficulty, there are two projectiles that use the Jared head placeholder asset, moving back and forth on the middle platforms, and only deal damage to the player on contact. The fight appears to have been based on a club, hence it being called "The Light", and acting similar to a disco ball. (It might have looked like disco ball as well.)
Pachi-Pachi is in the shape of a pachinko machine's moving catcher that moves around the stage at the bottom and will fire a beam by opening its cover. Pachinko balls will go down the stage like how a regular pachinko machine works. Its death animation is of it being badly damaged and an eye spring out. Death screen text is "Cling-cling, clang-clang, your bell has rang!"
In early development it seems that one of Goopy Le Grande's phases would have been 2 Goopy's fighting at the same time. One of them is a darker shade of blue and they would of shared health like Ribby and Croaks.
This boss has no hitbox. Cards like hearts, clubs and spades fell to the players location from the right.
During early development, there was an idea to make a battle where stanzas were the platforms and musical notes would fly at the player depending on how the background song played.
The Run N' Gun stages were known as Platforming Levels. The following unused levels on Inkwell Isle 1 that appeared in the 2016 Demo:
- Woodland Walk: Same enemies used in Forest Follies. With different background and platforms.
- Tricky Thicket: Same enemies used in Forest Follies. With different background and platforms. This time, the level takes place at night.
- Forest Frolic: No gameplay was shown. Assuming that it would be like the other levels that take place in the forest.
- Backwoods Crusade: Same enemies used in Forest Follies. With different background and platforms.
Porkrind's Emporium was originally known as Pork Rind's One Stop Shop with the line "Spend your riches here!". These are the items that can be bought in the 2016 Demo:
- 4G Health Buddy
- "Have you fallen on hard times. Don't quit, just gain an extra hit."
- 2G Homing Extra Special: Bullet Shield
- "This fella chases baddies like bees to a honey dipped hound!"
- 4G Coffee
- "Can't stop moving? Well, neither can your super meter!"
- 2G Spreadshot Extra Special: Multishot
- "Throwing lead in all directions. This diddy has got you covered!"
- 4G Smoke Dash
- "Whoops, where'd you go? Dash like a ninja!"
All of these items/item descriptions have been changed, like Health Buddy which is known as Heart in the final game.
There was originally 8 shots and charms as seen in the 2016 Demo, but it was cut then made it to 6 in the final game. There was only one Super Art and that is the Energy Beam.
Now, in the code, there are some equips that are accessible using the debug menu
This weapon uses the chaser's art assets, shooting out green stars. Similar to the Lobber, the Arc will shoot the projectile into the air, though instead of bouncing off the ground, it becomes a mine-like weapon, sticking to the ground, exploding if touched by an enemy. The Arc has 3 damage values, dealing 14 damage while its mid-air, 7.5 damage for the first few moments after touching the ground, and 11.25 when it's sprite grows after being untouched on the floor for a few moments. The Arc's EX attack is similar to its normal attack, but it deals 28 damage total.
"Damage increases with range. Keep your distance for maximum power."
Internally the weapon is called Exploder, but Ranger fits how the weapon works, increasing the damage dealt, the further the orbs travel. The Ranger has 3 damage values associated with distance values, at the base level it deals 8 damage, 9.5 damage after traveling about the same distance as a single dash, and 10.5 after about the same distance as two dashes. The Ex attack, "Risky Burst" can deal up to 35 damage, though the player can also take damage, if they hit the orb that spawns after the attack hits an obstacle. They move a little bit faster than the player(s)'s walking speed.
- Currently it appears as red balls that slowly expands while traveling through the air. In 2014/2015 video teasers for Cuphead, this weapon appears as an orange orb.
This weapon was planned to be used as the player's weapon while playing the Retro Arcade level, though the plan was cut before the weapon was fully coded, using it will make the player unable to shoot or switch weapons, and softlocks the game when the player dies.
"Lock in place to focus the attack. Long range with piercing ability.."
The wide shot shoots out three beams, its one of the slowest and weakest weapons, dealing only 2.65 damage. This weapon's secondary ability is designed to pass through obstacles, but it likely got cut due to the minimal amount of situations where this ability would be actually useful.
- Though the localization has a name for the EX, "Beam Flash", the EX was never actually made.
Similar to the wide shot, the plane laser was designed to pass through some obstacles, in addition to boosting the rate at which the player's EX meters filled, when hurting bosses/enemies. This weapon deals 8 damage normally, and it's EX fills the screen with beams, though each one deals only 3 damage.
Plane Peashooter equip screen description - "Simple rapid fire weapon. It's tried and true, and something something. EX: Multishot"
Plane Bomb equip screen description - "Bombs away, matey!"
- At some point in development the player was planned to be able to switch their plane weapons, the removal of the laser weapon lead to this feature getting cut, and the plane peashot EX was reworked into its current form.
"Increases super meter and extends hit invulnerablity after taking damage."
The pit saver prevents the player from receiving damage from pits and increases invulnerability time by 1.6 seconds, or from 110 frames to 222 frames.
- While the unused in-game description for the Pit Saver mentions the super meter, the charm does not affect it.
- Despite being unused, the 1.1.3 patch lowered the invulnerability time, from 2 seconds.
A turret charm is briefly mentioned within the code and has segments for a shop and equip screen description, though the code for it isn't entirely finished. This charm is expected to have acted as a sort of familiar, targeting and shooting enemies independently from the player.
- A scrapped battle starting screen, where instead of saying "Wallop!", it says "Fight! or Flight".
- The original version of the health bar, which was a happy face. The more you got hit, the sadder the face would get.
- A timer for boss fights.
- An alternate background for Goopy Le Grande's boss fight. It was a forest with a pathway leading to a castle.
- Werner Werman's charge attack but without springs.
- What seems to be an unused arcade for a boss to present in on Inkwell Isle Two. On further inspection, the arcade tent is almost identical to a tent in the finished game with the words "Under Construction" on it.
- Rumors have have appeared theorizing that an unknown shadow appeared in a trailer between a shot of the Phantom Express and Rumor Honeybottoms. However these theories are all false.