PALPS is a Nintendo unreleased Disk System exclusive game that many don’t know about. It was a very novel game. Basically it was an action game, where the player could not control the hero’s movement during play. The hero moves according to the player’s programmed movements. You defeat enemies with bullets and sometimes there will be an obstacle to deal with. As you advance through the game, the variety of icon tips increases.
The hero’s movement was programmed exclusively with the simplified language part that was said to be more intuitive and advanced than Family Basic. When it appeared on japanese magazines the game was said to not be ready to be seen at all and you can see below some screenshots from an early build. It was so early in development that the genre was still largely undecided. It’s still unknown why Nintendo decided to never release this piece of software.
Very grateful to Susumu for the translation from japanese.
As we can read on Wikipedia, the development of The Legend of Zelda: Skyward Sword started between the production cycles of the two The Legend of Zelda games for the Nintendo DS. While the implementation of the graphics was not advanced enough to present actual footage at the E3 2009 trade show, the story of the game was almost completed, and a single piece of concept art was revealed to a select group of journalists. The image was released to the public a few days later, and showed a near-adult Link with a shield in his left hand, a mysterious female figure standing at his back.
As the game was shown to the public in late-development, there are just a few screens and videos with beta elements, but hidden in the final game’s code there are still some beta and unused models.
there is one Map called “DEMO” which is simple a Square with two textures
an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)
There was no shield-meter in the beta
Karane has animations for when she’s being blown by the Gust Bellows. You can’t use items indoors, and she’s only outdoors before you obtain that item.
These red Chuchus are not in the game or area. The normal Chuchus that burn your shield are orange. This one is a dark red.
Even though this was only a Demo area, it’s still an area that was never in the game that wasn’t used. Most of the demo areas were used except this one.
An old version of the map from Skyward Sword that never appeared.
Skyview Temple use to be called ‘Sky Temple’.
An unchanged beta loftwing inside the game, during the begining cutscenes, you will be able to see it for a few seconds.
Thanks a lot to gabrielwoj, manki, antidote, Zoinkity and Errorjack for the contributions! For more info, check the U64 Forum or TCRF
Kid Icarus Uprising is an action game created by Nintendo and released for 3DS in 2012. After the 1991 title for Game boy, the series was forgotten for a long time by Nintendo, with the main character Pit making just a cameo appearance in Smash Bros Melee. Homever, it’s likely that Nintendo thought about making a new sequel more than once in all these years. In this scan, for example, we can see a rumor about a Snes Kid Icarus:
In any case, Kid Icarus Uprising was surely in development well before its official presentation, as we can read on the Iwata Asks for the game:
Yes. Development did last a long time.
At first we didn’t have the Nintendo 3DS development kit, so we started making it on a PC. Oh, and for a while we were using a Wii to make it! (laughs)
Finally, at e3 2010 Nintendo showed the first trailer for Uprising,which originally it was supposed to be released in 2011. This interesting video, embedded below, documents an early build of the game with quite a few changes compared to the final version, notably the different voice acting, the overall lower quality of the graphics, and a simplistic aiming reticule. Some locations also appear to have a sightly diverse layout.
In the other two videos embedded in this page we can see a proto / test version of the first level. Cutscenes are shorter and it lacks some segments of the stage. The same can be said about the land section. In particular, the fountain was bigger in the proto.
Kid Icarus Snes scan by Celine
As always, if you have more informations about this game please let us know!
Cosmic Walker is a cancelled adventure / action game that was in development for the Wii. At Nintendo Fall Conference 2008 the manufacturer shared a movie reel full of upcoming Wii games that were in development, like Punch Out Wii, Sin & Punishment 2 and Another Code R. Another game shown for the first time was a curious space simulation developed by Gaia, the studio created by former Atlus employee Kouji Okada, but no info was shared about it.
In the Supplementary Information documents released by Nintendo from January 2010 onward the title disappeared from the list of the upcoming games aimed for the japanese market and in October 2010 a news spread that Gaia official site ceased activity thus we can conclude that the project was likely quietly terminated by the publisher.
Marionette is a mysterious cancelled project that was in development for the Gamecube. At E3 2001, Nintendo accidentaly announced on its online release list three mysterious titles: Super Mario Sunshine, Mario 128, and Marionette. This list was pulled shortly after it was published, but the curiosity of gamers piqued.
Later, during an interview with IGN, Shigeru Miyamoto spoke out on these games in a roundtable (August, 2001)
“And as for Marionette, it is still under development. It is not a Mario game, but an actual Marionette game utilizing a puppet. I am hoping to make something both complicated and simple at the same time [with this game], which is kind of a contradiction. But already we are experimenting. And once again, sometime in the future we may be able to show you something on it.”
The game was toyed around with in concept stages (on both N64 and GameCube), but it was never actually developed in full form. As we can read in another IGN article:
“Marionette is probably more suited for something like the Wii,” said Miyamoto. “However, that type of game is difficult. Just looking at it, it seems to be fun, but then you get the feeling of, ‘Well, what do I do now?’.” Miyamoto feels that in order to make such a game last, you have to give it, among other things, a strong story.
Nintendo Dream noted that the title would be perfect for the Wii, as manipulating a marionette would be enjoyable with the Wii remote. The magazine also pointed out that the Japanese spelling of the name breaks down perfectly to “Mario” and “Net,” suggesting network features. Still, Miyamoto had some partially disappointing news. “We’re not working on it any more. However, we’d like to release something like it with the right timing, so we’re preserving it in the form of its story elements. When Marionette was being planned, we were trying to use the N64 controller in interesting ways. However, if we now use the Wii remote controller, it seems that those types of interesting elements would appear more naturally.”
Sadly Nintendo never released any image from this cancelled project.
Kirby Air Ride is an Spin-off Kirby game developed by HAL laboratory for the Nintendo GameCube, which has been featured as the first racing game starring the pink-character that has been released. Kirby Air Ride was originally developed for the Nintendo64, but the Nintendo 64-bit version was postponed many times and then cancelled. The project seemed doomed, but Nintendo somehow resurrected it for the GameCube in 2003.
However, some Beta elements remains in some of the E3 Trailers, let see them below:
0:14 ~ By a quickly look, you can see the arrow as RED color, but the Kirby is Pink;
0:23 ~ In Checker Knights the graphics are little “non-detailed”;
0:27 ~ When showing the HUD, it’s possible to see the map as 3D, on the final product, the map have been changed to 2D, such as a Sprite;
0:27 ~ Plasma ability had an another icon (on the final version is different and it’s green) and his charge wasn’t tilt the control, it seems you would recharge such you recharge the machine, holding A;
0;32 ~ Frozen Hillside was really different during the Beta;
0:34 ~ The “Laps” was very bad specific, the lap counter was only a number at the top of the screen, it have been changed lately;
0:34 ~ All the icons “1P-2P-3P-4P-CPU” was totally different, you can see them many on the videos, but you might only see the 2P on 0:34;
0:42 ~ Inside the house on City Trial was totally pink, it was changed with more colors and objects in that house;
0:44 ~ Rocket Star recharged much more faster in the Beta, in the Final version, it takes about 10 Seconds to recharged totally;
0:49 ~ The volcano was totally solid with only one color, it was more detailed lately;
0:49 ~ The Jumper platform was changed;
0:59 ~ A lot of enemies doesn’t have shadow during the beta;
1:05 ~ There is a mysterious flower in Checker Knights;
1:09 ~ The Signs were removed;
1:25 ~ Mike Ability seems to be uncompleted on the Beta Section;
Most of the stages have a minor differences: in Checker Knights, there wasn’t buttons at the end and some other stuff (such as other ways); at the desert, there wasn’t any slopes; and on other stages there was other minor differences too.
And here, an another trailer showing even more beta stuff:
0:03 ~ The Start flag is really different;
0:03 ~ The Red arrow have returned;
0:17 ~ The 3D map again;
0:25 ~ Look how different was the sign;
0:27 ~ And look again, how different was the boost pad, there was a square with arrows, in the final version, it was much more detailed, there wasn’t a floor (square), and have more shading and etc;
0:53 ~ Wheelie ability is slightly different;
0:56 ~ Beta Plasma Ability as already show in the other trailer;
1:02 ~ Enemies didn’t turned into dust in the Beta version, they just were fly up away;
1:05 ~ In this part of the video, it’s possible to see again the uncompleted Mike ability;
1:06 ~ The Spike ability had much more range;
1:17 ~ This time, everyone have got Red arrows;
Some of the stages have little differences.
Hidden in the game’s code of Kirby Air Ride, there is a Debug Menu screen, which is really similar to the one in Super Smash Bros. Melee, with many features on it, such as:
and such others
I want to thanks Mack for discovering these!
On the debug menu, we can see much unused stages and unused vehicles.
TEST: It just Crashes. Update:ConkerGuru discovered a way to access this stage by just disabling an option on the Debug Menu. Let’s watch the video below!
TEST6: Finishing Test (just a really long line)
TEST7: Gliding Test
SIMPLE: It just Crashes
SIMPLE2: General Arena testing, contains some unused stuff:
Health Bar on Air-ride mode
There is a flying block enemy, which probably was to be replaced
DUMMY: Just nothing [It’s just like Super Smash Bros. Melee)
WHEEL_NORMAL: A very old model of a wheelie vehicle
STAR_HANDLE: Used on Top-ride, but not on City Trial/Air-ride
STAR_FREE: Used on Top-ride, but not on City Trial/Air-ride
Another informations by Mack:
RACE3DMODE> Goes into the 3d mode debug options (Stadium, City Trail and Air Ride)
RACE3DMODE> Goes into Top Ride debug menu (insanely complicated menu in Japanese);
OPTION MODE> Some options such as sound option;
PAL MODE> Sets the language (PAL ONLY) to Europe ;
CLEARCHECK> If enabled, all the check lists will be completed 100%;
SOUND TEST> A menu will pop which will be sound test. You can listen to both music and SFX;
RUMBLE TEST> Tests the rumble feature;
MOVIE TEST> Displays a list of all the tutorials and “movies” in the game that can be watched. Altough CPU gameplays are not present.(also know as demo movies);
MEMCARD TEST: A bunch of complicated options related to the memory card.;
ENDING TEST> Show the 3 endings.;
LAN EMULATE> Lan testing feature.;
LAN MENU TEST> Displays the lan menu.;
SYNC TEST> ???? Possibly a test for sync;
There is a Topride debug menu, which seems to edit the whole game. It’s possible to change attributes, change gravity, change items, change the track collisions, change in general, and even saves. But for now, it’s a very complicated debug menu, and will be more researches about it later.
The Sync test, as said in Mack’s commentary, is the same box as Sound Checker, but it’s unknown about it
There is also a vehicle called “VS_DEDEDE” which means “Dedede Stadium Arena” is the same as “DEDEDE_BIKE” the bike that you use when you choose Dedede on a Match. But this Stadium Arena version is kinda different, with worst Max Speed and better Charge Speed.
There is a effect menu that can be accessed on gameplay (of course with the Debug Menu). There is lots of effects on the vehicles, on the levels and even, on the Menu (don’t know how view them).
Thanks to Mack, Gabrielwoj and ConkerGuru for the contributors!
Unused Vehicles and Stages:
General Debug Functions:
Note: Mack asked me about upload the video on my profile, I gave all the credits to him, for make the video
Enemy spawning: (all informations on the video)
More Enemy Spawning:
Tac and Meteo enemy usage:
TopRide Debug Mode:
Also not forgetting that the TopRide Debug Menu is very complex, this menu even was need a Save File for Debug into the game:
Sometime ago a Nintendo DS debug cartridge was sold on eBay and a couple of weeks ago the rom of that cart was shared and preserved online (NINTENDO DS NTR DEBUG) thanks to NintendyFan from the GBAtemp Form. There is some interesting stuff that we can see in this DS debug cart, such as weird icons, models of Nintendo characters and music from Mario Kart 64 (?!?). We are not sure why they chose such kind of strange images and sounds to test the Nintendo DS hardware, but it could be possible that hidden in the rom’s code there could be even more unusual / beta files, just like in that old SNES debug / hardware test cart. Does anyone want to try to find them?
In order to get to the menu, you have to hold Start + Select when launching the ROM.
Here’s the description from the eBay auction:
Up for grabs is a Debug Mode / Dev cartridge for the Original Nintendo DS and DS Lite Models of handhelds. I have never seen anything quite like this before on the market. We received a few of these, totally smashed and broken up, however we were able to recover this cart and get it to load up. It was tested on each model of DSi including the 3DS, but would error out. This is because the cart is specific to testing on the original DS software on the older handhelds. This is an official Nintendo cart that was apparently supposed to be decommissioned before being tossed out, but whoever attempted to break this one didn’t do a thorough enough job.
As you can see from the photos and video, the date on the program is August 18th, 2004; which is 3 months before the handheld was released anywhere in the world! The Product ID on the back of the cart reads: NTR-005
The Legend of Zelda: Oracle of Seasons was published by Nintendo and developed by Capcom’s Flagship Studio for the Gameboy Color. In the early screenshots released for the game we can notice many beta differences. In the gallery below you can see some of these beta screens:
The waggon that we see in the opening place (when Din is dancing near the fire) was once set near the first dungeon too. In the final game it’s never in there.
The sprites for the trees and flowers were different in the beta version
There are some circle green things near a signboard in one of the beta screens, that does not exist in the final game.
The entrance of the first dungeon was different and it did not had a keyhole.
Impa’s house was in a slightly different place.
There are also many areas in these beta screens that does not look like any other areas in the final game. It’s possible that in this early build they created a small playable demo in a placeholder world, just to shown how the Seasons System worked.
As the game have a complex password system that change some of the content, some of these differences could still be in the final version. If you have more info, please let us know!
Oracle of Ages and Oracle of Seasons were originally going to be themed parts of the Triforce Trilogy along with Mystical Seed of Courage. Each of the three games originally had a piece of the Triforce and one of its qualities (Wisdom, Power or Courage) assigned to them. This idea was scrapped relatively late in the development process, and the games were re-branded to remove all mention of this Triforce theme.[Info from Zelda Wikia]
Mario & Luigi: Bowser’s Inside Story, released in Japan as Mario & Luigi RPG 3, is a RPG released for the Nintendo DS in 2009. Unreachable normally, thanks to Waluigiuseppe and whoever made the moonjump code, we see some of the normally bowser-only enemies have some leftover attack patterns for the bros. as well. Quite strange and shows that some of these might’ve been programmed without the memo that the bros wouldn’t fight them:
(Naplock) The blocks are breakable with jump counter
Dark Fawfulbot) A weird 2-3 minute beam attack, dark fawfulbot head uses a beam attack that needs to be jumped.
(Choomba) Telegraphs with M and L smoke clouds and only charges, freezes after first turn it seems.
Also, some more differences can be seen in a video (@ 2:13) posted by GigaBowserNS on YouTube:
Yoshi Story noises present in the rom (and working when there are no yoshis in M&L3)
M&L2 music (glitchy) in the final still
Bowser dialogue change during the start of the game
No icons for mushroom village inside bowser and the globin icon from the area right of it are missing
Some map cosmetic changes in mushroom kingdom
Neo told us about an unused “Life Shroom”: a Beta Texture of a shroom with a heart can be find hidden in the game’s code!
From a email interview with Wired Online Magazine, Katsuya Eguchi shares with us some lost info about the recently released / popular Wii Sports resort.
“We considered fishing and a water slide activity before deciding on the final twelve events,” Eguchi said. We’re having a hard time imagining a controllable, skill-based water slide game, which may have been one reason it didn’t end up in Resort. “As for more unconventional concepts, we created a pretty fun prototype of kendama, a traditional Japanese toy, that just didn’t fit the game’s theme.”
More info if it comes, for now we thank Wired for providing this information!