

(They were found right away, getting Pridie and the publisher, H2O, in trouble with Nintendo.) The messages are fascinating, Xkeeper says: "They're rude, they're vulgar, and they're also artistic, featuring ASCII art of the N64 logo, the H2O company logo … as well as drug art marijuana and mushrooms." But his legacy is hidden inside this cart, in which he joined a number of other programmers in hiding messages that they assumed would never see the light of day. The New Tetris (N64): Nintendo 64-era game developer David Pridie died way too soon, passing in 2001 at the age of 30. All of the attention we get is by word-of-mouth," he notes.įive Fascinating Examples of Hidden Content Highlighted on The Cutting Room Floor "We don't do a lot of major releases like this, and I personally don't do any promotion. haven't gone out of their way to shout it out to the world, but if you want to play it, they'll give you the parts. The THQ saga has a lot of parallels to something that happened during the NES era, when Atari produced a version of the Russian puzzle game without a proper license, only to get forced off the market and usurped by a Nintendo-produced variation soon after. The existence of the game, produced by THQ but shelved in favor of a Nintendo-produced variation, was unknown to most people until earlier this month, when The Cutting Room Floor acquired a copy and released it online. Earlier this month, the community's members brought to light a previously unreleased Nintendo DS prototype of Tetris. Occasionally, though, this process leads these digital archaeologists to uncover unusual parts of videogame history.

"It's always surprising to see the sheer number of people who have no idea any of this content exists," Xkeeper notes. It's the kind of thing that catches a lot of gamers by surprise. With the high level of work that clearly has gone into this effort over the years, it makes sense that the site occasionally gets notices from the broader gaming community, such as when they helped uncover a prototype of The Legend of Zelda way back in 2010. "One person may find some unused graphics, and another person can use that discovery to perhaps stumble across the correct way to assemble them, or perhaps data defining what those graphics were originally used for." "The community aspect comes together once the discoveries are made, usually to help put the pieces together," Xkeeper says. And that's when things in the tight-knit community get interesting.

If someone finds something good, a process called an "uncover" begins. But through this research, gamers (and others) can see the ideas and work that was … well, left on the cutting room floor." "Game developers often only ever want people to see the 'finished' project, much like films. It's a rare look into a world we don't get to see often," he explained. "The concept of missing or disabled content meshes well with things like urban exploration or backstage access. Why go to all this effort? It comes down to getting new perspectives on places where a lot of childhoods were spent. While Xkeeper didn't start the site, he has become an integral part of its success. Xkeeper, a Nevada PHP developer and sysadmin, helps manage The Cutting Room Floor, a Wiki and online community dedicated to documenting the many variations of video games out there. It's playing archaeologist with the stuff that's actually hiding inside of the cartridges. It's the fandom that Alex "Xkeeper" Workman embraces. It's just one of the many narrow niches of fandom that makes gaming culture so worthwhile and fulfilling. The rest of cutscene screens correspond to every level and are shown after you beat them, but they are lazy disabled too and can be re-enabled with one code: ITKATAAT.Recently, I discovered that many of these discarded concepts and ideas not only remain on the cartridge or disc after their release, but that there's a fairly significant community working to find these missing items, with the goal of bringing them to life. The intro can be re-enabled fully functional with just one code: GEXEYXGK. The first part is some kind of intro, it uses two first cutscene screens, scrolling from the left and from the right accordingly before the first level starts. In this game, cutscenes are split to two parts. The game also contains cutscenes that are redone later for Harry's Legend.
