Contra Rebirth, a run ‘n’ gun downloadable game from Nintendo’s Wiiware service, released in Europe on September 9th of ’09, and America only 3 short days later, with one big difference. The European version has a code to access the games debug mode, allowing you to modify what weapons you have, give you invincibility, and access the game’s only remaining test level, which oddly enough, strongly resembles a level from Super Mario Bros. Unfortunatley, in just those short 3 days before the US version’s release, the debug mode was removed from the US version, while the European version kept it. Also odd, is that the Japanese version released first (05/12/09) and yet the European version is the only one to have the debug mode.
Super Mario Galaxy 2 is a platform developed by Nintendo EAD and released for the Wii in 2010. As we can read on Wikipedia, shortly after the first Super Mario Galaxy was completed, Shigeru Miyamoto approached the development team and suggested that a follow-up be produced. The game was originally planned just to do variations on the original game’s planets and call the game “More Super Mario Galaxy”, (it was dubbed “Super Mario Galaxy 1.5″ during early development), with a projected development time of approximately a year.
Over time, more and more new elements and ideas were brought into the game, and it was decided that the game would be a fleshed-out sequel rather than a slightly modified follow-up. Thus, development took two and a half years. Super Mario Galaxy 2 was first shown at E3 2009, with a beta version that was similar to the final one, but still had some interesting differences, as noted by users at the Super Mario Wiki:
In the debut trailer from E3 2009, there were several changes before the game’s release date.
A planet shaped like Mario’s head could be seen. This planet is an early version of the Starship Mario.
In Cosmic Cove Galaxy, the switch which freezes the water into ice is placed on a wooden buoy-thing, similar to the place where Penguru is standing. In the final version, the switch is found on a tower.
The starting planet in Boo Moon Galaxy originally was going to have a different type of terrain and coloration that did not resemble the interior of a haunted mansion.
A giant Silver Chomp seemed to appear as a boss, possibly in the beta Battle Belt Galaxy.
Comet Medals were designed differently, as the comet’s star had no eyes.
Mario is seen sliding on a stone planet similar to Tall Trunk Galaxy’s Trunk Slide Planet is present. This game doesn’t exist in the final version.
On the E3 trailer, Sky Station Galaxy’s Soundtrack had an extra part (that sounded like a part from Gusty Garden Galaxy) that didn’t make it to the final.
In a beta version of the Flower Planet in the Supermassive Galaxy it was shown that Goombas appeared. In the final version, they don’t appear. Plus there were different flowers when Mario walks on the planet and the planet was made of dirt instead of grass.
Blue Grass Galaxy is a name for a possible scrapped beta development level of Super Mario Galaxy 2. Proof of this galaxy may exist in the E3 2009 Announcement Trailer of Super Mario Galaxy 2. A screenshot showing an unknown platform with Mario jumping on three Twirlips in a row also shows a planet in which resembles none of any of the planets and galaxies in the final release of
There are two songs that did not make it into the game. Galaxy song 19 and “SMG2_galaxy08_strm” Galaxy song 19 is rumored to be the main theme for Blue Grass Galaxy. SMG2_galaxy08_strm was scrapped but did not become orchestrated.
Finally, although they are not found in the final game, Ice Mario and Flying Mario from the prequel can be playable via hacking. Despite the fact that they were apparently decided to be scrapped early, updated versions of their themes were found as well. Some test levels and models have been found hidden in the code of the final game, but you can’t get to them, since they lack a “UseResource.arc” the game will crash when loading them.
Also, Super Mario Galaxy 2 Could have featured Donkey Kong and Pikmin Cameos, but they were never implemented:
“One of the early proposals that we discussed for Super Mario Galaxy 2 was the possibility of including characters from other [Nintendo] franchises,” Hayashida explained through his translator. “For example, you might have Donkey Kong or Pikmin show up.”
“We presented this to Mr. Miyamoto, but he came down pretty hard, saying that there has to be a functional reason to include characters of a certain type in a game. He went to specify precisely why the Pikmin wouldn’t work.”
Some more info about the unused stuff found in Super Mario Galaxy 2, can be read at the Cutting Room Floor!
Thanks to Ismaw34 and Goomther for the contributions!
Monster Hunter 3 (Tri) is an action coop game that was developed by Capcom and released for the Wii in 2009 (Japan) and 2010 (USA and Europe). As we can read in Wikipedia, the game was originally planned to be a PlayStation 3 title, but due to high development costs for that console Capcom instead decided to develop it for the Wii. Thanks to Monster Hunter Wikia, we can see many concept artworks from the official Hunter Encyclopedia 3, that show early versions of the MH3 monsters and various unused enemies (that may be revived for a possible MH3G expansion).
As we can read from Wikipedia, Eduardo the Samurai Toaster is a run and gun side-scrolling action game developed by Semnat Studios and released in 2009 for the Wii’s WiiWare digital distribution service. As noticed by Jaimen, originally the project was called “Eduardo the magical toaster” and instead of firing pastries you used a long stick to fight. A beta video found byTheSuperSonic111 shown this early beta (there’s also a removed ninja powerup).
In an interview by Gamasutra, the developement team talks about the early development of Eduardo:
What inspired Eduardo the Samurai Toaster, and why did you decide to make it?
DeMaria: After my freshman year of college I finished work on a really terrible turn-based strategy game. After a little time went by I felt like making another game. The intention was to learn how to make a larger game than the few that we had worked on before and to see if we could make a really excellent game. I asked Daniel if he had any ideas and he jokingly suggested that we work on a platformer where you play as a toaster that fights magical fairies. After a minute we both realized that his idea actually sounded pretty fun and we began development.
A little less than a year went by and we had made a game that was not very good, but we saw the potential in the concept. We started over from scratch and Daniel rethought the character design. It was at this time that Eduardo became a samurai with a sweatband. [...]
How long did development take?
DeMaria: We spent roughly one year making the first version of the game before Eduardo was a samurai. We then started over from scratch and spent about a year on that version. This is when Daniel re-worked the character design. After that, we switched to the Torque Game Builder from an engine I made. It’s been a little less than a year since we switched engines. So we’ve been working on Eduardo for about three years.
First I should give a quick recap of the history of Eduardo. There have been three versions prior to this WiiWare game. In 2004 we started work on Eduardo the Magical Toaster, and started over again sometime early 2005, I believe, with Eduardo the Samurai Toaster. And pardon me if I get my dates wrong(the past five years of development have turned into a big blur) but I believe it was in 2006 when we started on yet another version of the game, this time using the Torque 2D engine.