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The Cutting Room Floor
The Cutting Room Floorはテレビゲームにおいてゲーム内には登場しなかったコンテンツを各ゲームごとにまとめるためのウェブサイトです。デバッグメニュー、未使用の音楽、グラフィック、敵の情報やレベルに関すること至るまで、多くのゲームには、開発者以外には誰の目にも触れることがなかったデータや、予算/時間などを理由に表舞台に立つことのなかったデータが存在しています。
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.
秀逸な記事
The Legend of Zelda: Ocarina of Time
Developer: Nintendo
Publisher: Nintendo
Released: 1998, Nintendo 64
The Legend of Zelda: 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 were the limitations of the Nintendo 64 console, which forced them to cut out lots of things.
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...
Did You Know...
- ...that Matt Duncan was in big trouble if the Windows Spider-Man game didn't work right?
- ...that the PC version of Mario is Missing! has cut dialogue for the ending?
- ...that the Japanese version of Factory Panic has Gorbachev as the protagonist, but changed to a much more generic character in the International releases?
- ...that the stage select in the Genesis version of Sonic 3D Blast doubles as an exception handler?
- ...that Amiga developers really, really, really, really, really, REALLY didn't like pirates?
- ...that Insaniquarium has unused demo recording functionality?
TCRFでは情報提供者を募集しています
TCRFに関する情報を提供したいけど、どうすればいいかわからないという方は、ヘルプをご利用ください。以下のような方法が書かれています。
- 記事を作成・編集するためのインストラクション
- ゲーム内のデバッグモード、未使用データなどを探すためのガイド
- 記事を編集する前にしなければならないこと
その他にも、まだ記事がないゲームや、情報提供が少なく内容に乏しい記事をまとめた リストもあります。ぜひご協力ください。