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: Game Freak
Publisher: Nintendo
Released: 1999–2001, Game Boy
Pokémon Gold and Silver were the long-awaited sequels to the original Red, Blue, Green, and Yellow that started the whole Pokémon craze. Being released as two of the first games for Nintendo's then-new Game Boy Color, Gold and Silver benefited from the new possibilities of colorful Pokémon and maps. Due to the prolonged development time, there are many remnants of early content for nearly every Johto city along with some unused events and debug menus.
All Featured BlurbsWere You Aware...
- ...that Super Punch-Out!! has a secret two-player mode which took players 28 years to discover?
- ...that a vulpix pre-evolution has been cut at least three times?
- ...that the Teenage Mutant Ninja Turtles arcade game has an unused laser gun power-up?
- ...that Rugrats: Time Travelers has an unused graphic of a CD labeled "Microsoft World Domination 99"?
- ...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?
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
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.)
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