Cut content

This article lists all features that existed in a beta version of games in The Sims series and features that were planned and showed in concept art but got cut later in development.

Base game

 * Several objects seen in pre-release media were cut from the game, including a shelving unit, ownable cars, a thick white balustrade fence, and more.
 * House11 is seen in various pre-release screenshots of the game. It still exists in the retail game but is inaccessible without cheats. The lot is completely empty, missing even portals, mailboxes, and trashcan.
 * A coffee table appears in various screenshots but not in the retail game. Coffee tables were eventually introduced in Hot Date, with the beta coffee table appearing as one such object.
 * The game code still contains references to several cut skills: cleaning (used by some NPCs), gardening, music, and literacy.
 * An unused sting for when ghosts appear can be found in the sound files. It is similar to the other two stings that do play in the game.
 * Time of days and years were going to be used to show the current date and time in the game's interface but never seen the light of day (Begins in 1997 or on some lots 1996).
 * Birthdays and sim ages were going to be the main feature (27 for adults and 9 for children) and (Birth Day, Birth Month, Birth Year, and even Birth Hour and Birth Minute) but was scrapped.
 * There is an unfinished feature to receive investment opportunities over the telephone.
 * Foundations were planned for the game but were scrapped. The idea was later implemented in The Sims 2.
 * Diagonal stairs, windows, and doors were conceptualized but were scrapped before release.
 * AM and PM were going to be used for the time but was scrapped but the AM and PM came back in the next installments.

Livin' Large

 * An early version of the Koala Kola Vending Machine can be seen in a Livin' Large screenshot. The item was ultimately cut before release and eventually appeared in The Sims Online.

Hot Date

 * Several trees and plants were cut from Hot Date and reused for The Sims Online: Pinkuredi Cherry Tree, Joshua Tree, Agave, Prickly Pear, Saguaro Cactus, and Cholla. Graphics are missing but other data still exists in the files.
 * Vault Door was cut from Hot Date and reused in The Sims Online. It exists in complete form in the expansion's files but lacks a build mode catalog entry.
 * Weapons Wallhanging was also cut from Hot Date and reused in The Sims Online, though few remnants exist in the files.
 * Several buyable skins do not appear due to spelling errors in the filenames of the textures and CMX files.
 * An unfinished feature can be found in code to hire a limousine instead of a regular cab.
 * Inside the Downtown Controller's code are apparently a unused closure line, that all of Downtown will close at 2 AM but since AM and PM doesn't exist in The Sims it never seen the light of day. The lines reads:
 * "All right people, you know the drill. This town has a strict 2 AM curfew and don't pretend like you don't know. Move it!"
 * "OK, OK, let's go people! It's 2 AM. Some people need to get up in the morning. Everyone go home. Now...I mean it."
 * "Don't you people ever sleep? Perhaps you just moved here, so I'll go light this time. Downtown closes at 2 AM. Now let's move, nothing to see down here, go home now."

Vacation

 * A pickpocket NPC was planned for Vacation but only textures remain. He was supposed to resemble the burglar but with a unique face with a five-o-clock shadow. The concept was eventually realized in The Sims 2: Bon Voyage with the Unsavory Charlatan NPC.
 * Minigolf courses are seen in various promotional renders and concept art for Vacation but are curiously absent from the expansion pack. They were eventually included with Makin' Magic.
 * An interaction to hug pine and palm trees exists in Vacation but is disabled.

Unleashed

 * A tileable bridge object was planned for the game and can be seen in developer screenshots, but was ultimately not included.

Superstar

 * An unused Information Kiosk object exists in the Superstar files, but is missing data required to make it show in the buy mode catalog.
 * The doors for Superstar and Makin' Magic contain unfinished code for interactions to manually lock and unlock them. Lockable doors would eventually appear in The Sims 2: Open for Business.
 * Unused stings exist for joining the Fame career and gaining promotions. The retail game uses regular career stings instead.
 * Awards for poor performance in the Fame career were planned and references can be found in code. The retail game only has awards for an excellent performance.

Makin' Magic

 * A Makin' Magic head (c209ma_tattooman) does not appear in the game due to spelling errors in the filenames of its textures.
 * Several unused skins exist for additional Gypsy NPCs with a more stereotypical "carnie" look, suggesting that NPCs may have originally manned the funhouse rides.
 * An interaction with animations for children to kiss toads exists but is disabled. The BHAV contains a routine to specifically block Toad Sweat from being generated when child Sim kisses a toad.

Weather
Early beta footage of The Sims 2 reveals that there was precipitation in the form of rain and lightning planned for the base game. It was also shown that Sims could die from lightning strikes whilst in hot tubs during thunderstorms. It was cut from the original 2004 release because the rain effects leaked into the indoors.

The weather feature was later included in The Sims 2: Seasons.

Power Outage Scenario
Due to the fact that weather was cut from the final game, the power outage scenario was cut too. Apparently when there is a thunderstorm your sims' power will go out and you must keep their fun up similar to throwing a party. when you win the scenario you will be rewarded with a wind turbine (wind turbines came back in Garden and Mansion stuff pack). The text file still have a functional data but it is unknown of how to trigger it, it also has the wind turbine meshes (the Blades and the Pole) in the objects file. Here is the text string in all its glory: The SimCity Power Company is experiencing problems in your service area, and we're hoping to have your power back on in about 7 hours. In the meantime, during this crisis, would you like to try to keep your family in a decent mood?
 * 1) Feelin' Great
 * 2) Not Too Shabby
 * 3) Okay
 * 4) Lame
 * 5) Grrr… Argh…
 * 6) Crashing and Burning

If you win the scenario your sims' power goes back on and you will get a wind turbine that will prevent the power from going out during a thunderstorm, you will also get a notification, it reads: "Congratulations! You won the Power Outage Scenario. Power or no, you've got that special spark."

If you lose the scenario your sims' power will still goes back on but your sim's family, friends or roommates might get their relationship with your sim will drop. You will get a notification, it reads: "You've lost the Power Outage Scenario. Your family's miserable, and at this point, turning the lights back on will hardly help. Oh, well. Keep the candles burning…"

Big Boss Scenario
According to strings viewed in SimPE, the Big Boss NPC was planned to be added to the game alongside his own scenario, similar to the Headmaster, where Sims would've invited him for dinner and given him a tour of their house.

Engagement Scenario
In this Scenario you must build up a romantic relationship with your Sims and judging by the ending it's possible that your sim will purpose at the end of the Scenario and will play the proposal (accept and reject) cinematics depending on the score. This was cut from the game possibly to avoid it from getting too repetitive. Somehow the score name can still be found in the game's files, here is the score names:
 * 1) Hot! Hot! Hot!
 * 2) Getting Warmer
 * 3) Tepid
 * 4) Sprung a Leak?
 * 5) S.O.S.
 * 6) Abandon Ship!

If your sim wins the scenario a notification will appear, it reads: "Congratulations! There are wedding bells in your future. You won the Engagement Scenario!"

If your sim loses the scenario a notification will appear, it reads: "You lost the Engagement Scenario. Oh, well. The single life's not so bad."

Memories System
Inside the "Live Text" package file, there is an unused system for memories that will affects the sims well being by their mood and memories. This system was going to cellulated the mood and memories' intensities, Here is the system in its text form: Give your Sims memories to keep them happy throughout their lifetime. Memories and Needs are combined to calculate a Sim's mood.
 * 1) The memories' has an original and current strength.
 * 2) The Great Memory is the powerful positive memory that might keep your sims' moods up for a long time and fades out slower: "This is a great memory and it's keeping your mood up, but you shouldn't let yourself forget it. Find someone and take the time to to share it with them it will build its strength back up. Make sure your tale doesn’t fall on uncaring ears, though; an unreceptive audience can hasten a weak memory's demise."
 * 3) The Nice Memory is weaker than the great memory and might keep your sims' moods up for a while but and fades out faster: "This is a nice memory, but don’t dwell on just one happy moment. You have weaker memories that you should be more concerned about."
 * 4) The Forgettable Memory is a weak negative and will fades out faster: "This memory is something you'd much rather forget, and it's bringing down your mood. Don’t bottle it up inside, vent about it! The more you talk about it, the sooner you can move on. Try to pick someone who cares, however, as you can do more harm than good if no one wants to listen."
 * 5) The Awful Memory is the powerful negative memory and might lowers your sims' mood for a long time and will fades out slower: "It's awful to live in the past, but unfortunately you have some stronger bad memories dragging you down; maybe you should try to work through those first."

Clothing store
There was a clothing store rabbithole planned for The Sims 3, where Sims probably were able to purchase clothes like in The Sims 2. It was shown in some early screenshots and trailers of The Sims 3. It got cut because all the CAS clothes were already unlocked in the beginning of The Sims 3. The model of the rabbit hole resembles that of the spa rabbithole of the final version.

Shopping for clothes was later included in The Sims 3: Into the Future through the EP-XI Imports Gallery.

Sports bar
There was a sports bar lot planned for The Sims 3: University Life. It probably was a hangout for jock type Sims. It can be seen in concept art for University Life.

3DS Edition
The UI for the Sims 3's 3DS edition originally featured a style similar to The Sims 2 Pets for PsP


 * The beta UI looked like this.
 * The current UI looks like this.

The karma powers button also resembled a Yin-Yang but now features a magic wand.

Harvest stands
Harvest stands can be seen on the early concept art of The Sims 4: Get Together. Sims could probably purchase and/or sell harvestables using these stands.

Unreleased families
Three unused families intended for San Myshuno exist in the game files. Pond, consisting of Jimmy and his daughter Alaina. Powers, consisting of Randy, Patricia, and their son Kennedy. Riviera, consisting of Rita Riviera, and her boyfriend Memphis Waters. There is also an unused test household, consisting of Andy Campbells, Iko Yono, and Joel Meadows.