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Mega Man X-3 [SNES – Unused Stuff]

Mega Man X3 was released in 1995 by Capcom. It was the third game in the Mega Man X sub-franchise and the last to appear on the Super Nintendo. GoldS has found some unused objects and behaviors that were still hidden in the game code, and you can see them in the following videos. Props to him!

Ian has made us to notice that:

Video 1:

  • The Ganseki may have orinnaly droped spiked balls on Zero in the intro stage, In the final the spiked balls just drop from the ceiling.
  • The Wild Tanks may have orginaly been completly submereged underground as to surprise the player but, in the final the “arm” is left out as to give the player an advantage.
  • Looking at the bottom entering door in Hornet’s stage may have been a test for doors that enter from another side that the right, Like in Mega Man 1 witch had doors that oped from the top and bottom of the screen.
  • The Ride Armor Boss may have been a test for a possible fight with Vile’s Ride Armor on Auto-Piolt or somthing, It may have been a fortress level boss as when defeated X does his victroy pose and warps out(Like finishing a end level boss), In the final Vile is in his Ride Armor before it’s destroed.

Video 2:

  • The Harmfull Carry Arm may have been a trap confusing players into
    taking damages, or the orignals may have had a timer so that if the player took too long they would begin to take damage.
  • For the Upside down enimies they may have been a time when these enemy types would cling to a ceiling to attack and or surprise them.

Thanks to Bowsersenemy and xMrNx we can see some unused Zero sprites and a strange W Meter bar that are still hidden in the game code. It seems that the unused W meter could be found in the memory of MMX 1 and 2 as well.

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Monster Hunter [PS2 – Beta]

Monster Hunter  is an action role-playing game for the PS2, developed and published by Capcom. The tent in the Hunter’s camp was different in the beta version: it looked more “futuristic” and it did not have the top part. It can even be seen in the original Monster Hunter trailer from E3 2003 (and maybe there are even more differences in there? Can you see more changes?)

Beta version:

Final version:

Video:

 

Under the Skin [PS2 – Beta]

Under The Skin was a weird and obscure PS2 game developed by Capcom. The main character is an extraterrestrial called Cosmi, sent from Planet Mischief to Earth to generally wreak havoc. The game features cameos from some of the cast of Capcom’s other games, such as an entire level that functions as a parody of Resident Evil 3: Nemesis [Infos from Wikipedia].

In  an early video of the game we can see various differences from the final version:

  • Completely different HUD for everything then in the final version.
  • The main character Cosmi is wearing a strap of sorts which he doesn’t have in the final version.
  • You have rings intstead of coins in the final version.
  • In the beta rings fall out of the character when he’s not disguised, in the final coins only come out when the player is attacked.
  • Some different looking NPCs.
  • You start the level without a disguise, where in the final version you do.
  • The humans have health meters ranging from two to four hearts, but in the final version two hits to your disguise reveals your alien form.
  • You can enter a human disguise anywhere, whereas in the final version, you need a UFO to get into a disguise.
  • The text “PERFECT CHANGE” appears when activating a disguise, suggesting that if people spotted you changing, they will know you’re an alien.
  • Snatching an person takes longer and they shrink while snatching them, and people will notice it.
  • The Karaoke atttack does not have speakers following the player.
  • The crowd’s reaction to an attack is not as cartoony as the final version.
  • The music is completely different then any of the music in the final version.

Thanks a lot to Kamekheimer for the contribution!

Video:
 

RS Links: Mega Man 9 – Removed Character!

Another one of the RS Links updates, this time about a removed character from the new Megaman 9: Robert  Seddon linked us to Kotaku, where they wrote that: “According to Capcom PR dude Tim Ng, there were going to be two female robot villains – but the second girl was scrapped because the developers didn’t want fans to feel like the series was changing too much.” Now, i wonder if there was already a sprite for the second woman, or it was just a concept.. mmhh..

In an interview on GameSpot with Capcom producer Hironobu Takeshita, we can read more info about the removed character:

GS: Are there any robot masters that didn’t make the cut that you can share with us?

HT: I don’t mean to evade your question, but there is one boss we’d love to introduce to the fans in this occasion. His name is Fake Man. He appears on the special stage available in downloadable content. He also makes a small appearance in the main content. This is a big hint! Some of you might have already gotten it by just telling you this. The special stage will be very challenging for most of you, and you may not be able to see him often. Don’t be discouraged. He is waiting for you, to battle you!

[…]

He is just a Honey Bee Robot. Isn’t that way too simple? He was originally to be Honey Woman–a woman robot–but through many redesigning stages, the Honey Bee Robot became a man, and Splash Woman became the first and only woman in the series so far.

 

Okami [Beta – PS2 / Wii]

okamibetalogo.jpg

Okami in its beta version was much different from the final one. The game was originally planned to be rendered in a more photorealistic 3D style. However, Clover Studios determined that the more colorful sumi-e style allowed them to better convey Amaterasu’s association with nature and the task of restoring it. This change did not increase the game’s performance. You can play a video clip of Amaterasu in her original realistic style after beating the game. – [info from Wikipedia]

Also, on 1UP we can read an interview with Kamiya that talks about the early prototype of Okami:

“When I first started talking about it with [producer Atsushi] Inaba, the only starting point we had for Okami was a game that depicted a lot of nature,” he said. “I couldn’t say ‘I don’t know if this’ll be fun or not’ because than nobody on the dev team would be enthusiastic about it, so instead I was like ‘This is gonna be great! I know it will!’ So eventually the discussion shifted to a wolf running around, and we made this minute-long video depicting a wolf running through a field and trees sprouting up behind him and I told the team ‘See, isn’t that neat?'”

Eventually Okami made it to the prototyping stage, but Kamiya’s problems didn’t end there. “Our first test run was incredibly boring to play,” he recalled. “I was grinding my teeth at night, I was so worried. At one point, we were so far off-track that it had turned into a simulation game — you had hexes and trees sprouted on them. It was total garbage. A couple of devs said to me afterwards ‘Something was definitely wrong with you around that time, Kamiya!'”

Thanks to Robert Seddon for the contribution!

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