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The Cutting Room Floor
The Cutting Room Floor is a site dedicated to unearthing and researching unused and cut content from video games. From debug menus, to unused music, graphics, enemies, or levels, many games have content never meant to be seen by anybody but the developers — or even meant for everybody, but cut due to time/budget constraints.
Feel free to browse our collection of games and start reading. Up for research? Try looking at some stubs and see if you can help us out. Just have some faint memory of some unused menu/level you saw years ago but can't remember how to access it? Feel free to start a page with what you saw and we'll take a look. If you want to help keep this site running and help further research into games, feel free to donate.
Featured Article
Developer: Nintendo
Publisher: Nintendo
Released: 1998, Nintendo 64
Ocarina of Time was the long awaited three-dimensional Zelda adventure, and the first Nintendo 64 Zelda game. It had a development time of three years, and the only limiting factor in its development was the limitations of the N64 console, which forced a large number of things to be cut.
The in-game cutscenes hide some canned ideas and suggestions which are normally hidden to the player, and the large game script also has some surprises hidden inside. These tell a lot about what the developers originally had in mind...
All Featured BlurbsDid You Know...
- ...that the programmer of Death Stalker put a message in the game's code after he was locked out of his car?
- ...that Nashi-jiru Busha! Funassyi VS Dragons has random Pokémon sprites hidden inside?
- ...that Shang Tsung was meant to have a fatality in the arcade version of Mortal Kombat?
- ...that Kintaro was originally meant to have an intro in Mortal Kombat II like Goro did in Mortal Kombat?
- ...that Super Mario Sunshine had four areas and a railroad system that were cut from the final game?
- ...that Shinobi III supports a then-unreleased controller through a cheat code?
- ...that at least 120 games released on today's date have articles?
Contributing
Want to contribute? Not sure where to begin? Visit the Help page for everything you need to get started, including...
- Instructions for creating and editing articles
- Guides that will help you find debug modes, unused graphics, hidden levels, and more
- A list of what needs to be done
- Common things that can be found in hundreds of different games
We also have a sizable list of games that either don't have pages yet, or whose pages are in serious need of expansion. Check it out!
Featured File
Sakura Taisen GB is a spin-off game of Sega's popular Sakura Wars series... on a Nintendo system. Rather than play as the captain of a troupe of actresses/mech pilots, the player controls a self-insert character as they undergo a trial enlistment with the Flower Division.
In the communications menu, there is a normally-inaccessible option to connect to a TV Adapter peripheral. This option appears sporadically on real hardware and either always or never on certain emulators. This adapter was never advertised, and no units are known to exist. The diagrams in the screenshots above are the only known images of this adapter. Despite this, the functionality for receiving data from this adapter is complete.
The adapter would have read barcodes from a TV screen and convert it to data to be read from the Game Boy Color's IR port. (Although the diagram shows it may have been connected to the Link Cable port, there are no functions in this game that use that port. It likely would have used it for power, which may have been a reason it was never released.)
The most likely source of these barcodes would have been the Dreamcast port of the original Sakura Taisen (released May 25, 2000, several months before this game). In that game, the One Long Day mode will show a brown TV icon showing a flashing barcode in the rooms of Flower Division members whose endings the player has attained, as well as a blue TV icon in the conversation after playing their minigame and saving scores. The Dreamcast version's manual states that "In One Long Day mode, you'll occasionally find a 'TV mark' displayed on the screen. Remember where these marks appear, something good might happen with them later."
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