The Cutting Room Floor
The Cutting Room Floor 是一個專注於發掘和研究電子遊戲中未使用或刪減內容的網站。許多遊戲有著除開發者外不為大眾所知的內容,包括調試菜單、未使用的音樂、圖像、敵人和關卡 — 它們也有可能本應公開,但由於時間或資金不足而被刪減。
我們歡迎您瀏覽遊戲列表並開始閱讀。若您也正在研究,那麼您可以瀏覽一些小作品並試試動筆幫我們補充補充。若您只是對多年前見到的菜單/關卡微微留有印象,卻不記得如何開啟,那麼您可以創建一個新頁面,寫下您的記憶。我們也會幫助您的。要是您想支持本網站,並幫助我們不斷深入研究遊戲,歡迎您捐贈我們。
特色條目
Developer: Square
Publisher: Square
Released: 1997, PlayStation
Final Fantasy Tactics was, for many people, their first strategy RPG ever. Featuring an engaging story, excellent graphics and music, and an incredibly intricate gameplay system, this game is a classic all around. It has quite a bit in common with Tactics Ogre, an earlier strategy RPG, mainly because the two games were developed by the same teams.
And, of course, it has its fair share of unused content. With unused battle maps, overpowered debug command sets, extra playable characters, fully intact NPC and enemy data left hidden from view, and a whole mess of music left orphaned in the west with the removal of some minigames, Final Fantasy Tactics was pretty much the reason to own a GameShark back in the late 1990s.
Did You Know...
- ...that 360: Three Sixty has its own entire source code hidden inside?
- ...that Chill has its own entire source code hidden inside?
- ...that RoboCop on the Game Boy and Alien vs. Predator on the SNES were both planned to have password screens, but they ended up scrapped?
- ...that RoboCop vs. The Terminator thought that was a weird error, man?
- ...that Bullet Bills were meant to appear in the Game Boy version of Yoshi?
- ...that the Game Boy version of Qix was meant to have more endings?
- ...that at least 70 games released on today's date have articles?
Featured File
The Fantastic Adventures of Dizzy is one of the most ambitious titles in the series, sporting a large world interconnected in multiple directions with the aid of several different minigames.
Getting hit by a butterfly doesn't just reverse Dizzy's controls; it reverses the momentum he gets from other things that push him around. For one thing, it becomes quite difficult to use the rope correctly in this state when Dizzy will jump away from the direction he is swinging. The game also features a few guard-type characters who will damage and push Dizzy back a bit until he can get them to leave by placating them with the correct item, and the effect of the butterfly-inflicted backward status on these guards' knockback can vary with the character and the version of the game.
One of the city's tunnels is guarded by an armored troll who will let you continue to the other end if you give him a bag of gold. In all three versions, simply walking backwards into the guard may fling you to the other side, but Dizzy fills up on damage from the time spent in his hitbox and dies before he can reach the other exit. Jumping backwards into the guard can be a different story: If you try to jump over him while walking backwards in the Blue version, Dizzy will jump on his head in an uncontrollable loop until the backwards spell randomly wears off, which can take a few minutes and still leaves Dizzy dead. In the first Red revision, although this bug was not fixed, Dizzy walks much faster and is actually able to jump all the way over the troll while suffering only minor damage with a high enough jump, which is not supposed to happen. Then the third version tweaks the physics such that the guard throws Dizzy straight up for a moment before Dizzy gets launched to either side no matter the jump height, which takes long enough that Dizzy always fills up on damage in a similar manner to just walking into the guard, thus removing this sequence break. (This also demonstrates that the third version corrected the small oddity of Dizzy's sprite appearing behind the highest background bricks in the previous versions.)
Archive