The Legend Of Zelda [NES – Beta / Concept]

zelda1logo.jpg

As the inaugural game of The Legend of Zelda series, it was first released in Japan as a launch title for the Famicom’s Disk System peripheral, a year and five months before it was released in the United States. Because the Famicom Disk System was not released outside Japan, the game was published internationally on the Nintendo Entertainment System’s cartridge format in 1987, with an internal battery to facilitate data saving. Nintendo released the game in Japan in 1994 on cartridge format for the Famicom. [Info from wikipedia]

In the beta version of Zelda 1, in the first cave the player had the option to choose between the sword or the boomerang. In the final version you can only find the sword. The image of this beta cave is still in the manual of the final game.

Thanks to one of the “Iwata Ask” interview series, we found out more info on the development of Zelda NES. The game was internally known as “Adventure” or “Adventure Mario”, as wrote by Miyamoto in some early design docs, created in 1985. Some of the items and enemies drawn in the design-doc, were never used in the final game. There’s also an early version of the world map!

The “Second Quest” was created because they had spare memory room:

Iwata: In order to fit in as many dungeons as possible given the limited memory, you were making them like you were doing a puzzle.

Nakago: Right. Tezuka-san said, “I did it!” and brought this to me. I created the data exactly in line with it, but then Tezuka-san made a mistake and only used half of the data. I said, “Tezuka-san, there’s only half here. Where did the other half go?” and he was like, “What?! Oops, I messed up…” But Miyamoto-san said it was fine just like that.

Tezuka: Heh heh heh. (laughs)

Nakago: So, using the half of the memory that was left over, we decided to create the Second Quest

Some more info on the beta and development of Zelda for the NES were shared in the book “Hyrule Historia” and translated by Glitterberri:

The first thing I thought about was a game that made use of the Disk System’s function of rewriting data so that two players could each create their own dungeons and make the other player solve them. We actually created such a game, and when I played it, I felt it was very fun playing in the dungeons themselves. So we put together a game with a series of dungeons underneath mountains distributed around Death Mountain for a single player to solve them. But we also wanted it to feature a world above, so we added forests and lakes, and so Hyrule Field took form gradually.

Now, we didn’t decide the game’s title from the very beginning either. Originally, I wanted it to be “The Legend of X,” but I couldn’t find the appropriate word for the “X.” Then, the planner to whom we assigned the PR project suggested we did a story book of the game.

Also, a prototype version of Zelda 1 was somehow leaked, and thaks to the Cutting Room Floor we can see all the little differences that were made before the game was relased:

  • The prologue and item list are not in the prototype.
  • When a candle is used in a dark room, the game does not pause while the room lights up.
  • It’s not possible to hit the old men in the prototype.
  • The Magical Sword requires 8 hearts in the prototype and 12 in the final build.
  • Armos Knights take much longer to come to life in the prototype. The waiting time was reduced from 128 frames to 60 frames.
  • Moldorm has 1 HP per segment in the prototype, but 2 in the final version. Likewise, the Blue Wizzrobe got its health buffed from 8 HP to 10 HP.
  • Both Wizzrobes’ beams do less damage in the prototype. The Blue Wizzrobe’s beams went from 1 Heart to 2 Hearts of damage, and the Orange Wizzrobe from 2 Hearts to 4(!) Hearts.
  • There are a few sprite changes in the prototype. Three of them are used in-game, while the other two are earlier designs left in the ROM.

In another interview with Miyamoto, we learn that originally Zelda was meant to have a futuristic setting:

Link’s name come from the fact that originally, the fragments of the Triforce were supposed to be electronic chips. The game was to be set in both the past and the future and as the main character would travel between both and be the link between them, they called him Link.

You can find more info about Zelda NES in the Zelda Wiki! Thanks to kek8 for the contribution!

Images: 

Seiken Densetsu: The Emergence of Excalibur [NES – Cancelled]

Seiken Densetsu: The Emergence of Excalibur [NES – Cancelled]

This was to be a massive RPG which would encompass an impressive, Riven-esque five disks for the Famicom Disk System (a floppy drive add-on for the Japanese NES). By that point, though, the FDS was waning in popularity and Square lacked the resources to develop such an ambitious epic for a fading peripheral. The game was reportedly killed before it even got underway, and Square apologetically informed consumers that perhaps they should spend their money on the upcoming Final Fantasy instead. The company then slapped the Seiken Densetsu name on an upcoming GameBoy adventure — to save the expenses of registering a new trademark and hiring someone to do up a new logo, perhaps?

The first Seiken sold well enough to warrant the creation of a sequel, which was planned as Square’s debut title for Nintendo’s PlayStation CD-ROM system being developed in collaboration with Sony. But once again, the medium spoiled the message; when Nintendo pulled the rug out from under Sony’s feet and decided to axe the idea of a Super NES CD-ROM add-on altogether, SD2 was hastily repurposed as a standard SNES cartridge game. Presumably, this accounts for the rather noticeable game glitches which plague the game and its US counterpart, Secret of Mana. A different Seiken Densetsu appeared on the Gameboy in 1991. – [info from GAF?]

Images: 

Final Fantasy IV [NES – Concept / Cancelled]

Apparently what we know as Final Fantasy IV was originally going to be Final Fantasy V for the super famicon. the above picture is a mock up of what Final Fantasy IV for the nes would most likely have looked like in the beta stages had it gotten past the drawing board. So yes, there is a lost final fantasy game, but only in concept because it never made it past a concept sheet and into a playable beta.

For more infos: www.lostlevels.org/200311/200311-square.shtml

Images: 

Black Tiger [NES – Cancelled]

English: The legendary arcade game by Capcom, released 1987, has never had it easy on the console versions: in addition to the terrible Amiga version, the developers had decided to convert the mighty Coin Op to the famous NES. Of course, the version for the Nintendo console would have been subjected to several cuts to allow the porting. For some strange reason, this version was canceled.

Thanks to dartmouth for the translation!

Italian: Il mitico arcade della Capcom, datato 1987, non ha mai avuto vita facile sulle console casalinghe: oltre alla terribile versione per Amiga, gli sviluppatori avevano deciso di convertire il possente Coin Op sul famoso NES. Naturalmente la versione per la console Nintendo, sarebbe stata sottoposta a diversi tagli per consentire il porting. Per qualche strano motivo questa versione fu cancellata.

Thanks a lot to NES World for these screenshots!

Images: