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!
Henry Hatsworth in the Puzzling Adventure is a Nintendo DS action-adventure and puzzle game created by Kyle Gray, who founded the “Experimental Gameplay Project” with Kyle Gabler, the creator of World of Goo. Gray led a seven-man team at EA Tiburon to develop the game. While the game is an action-platformer on the top screen, once enemies are defeated by Hatsworth, they are sent to the bottom screen as puzzle blocks. [Info From Wikipedia]
In the beta version of the game there were some differences in the HUD, levels and gameplay:
The Puzzle Meter was in the top screen.
Different icon for the Rifle weapon.
“Young” Henry had a full series of “silver hearts” to consume before return to the “old” Henry. In the final game, only half of the hearts are silver ones. It was like to have 2 energy bars at once (making the game easier).
Some of the puzzle blocks had a different design / face.
Henry’s animations were still incomplete.
A couple of parts in the beta videos seem to be from a removed level or an early design of a final one.
The bouncing baloons were pink, instead of yellow.
Also, in the concept arts we can notice many Bosses that were cut from the final game, as the ones that look like Benjamin Franklin or the 3 muscle men from the circus. In the artworks we can even see early and unused designs for the normal enemies, Henry’s ship (from one of the secret levels) and puzzle blocks.
Kingdom Hearts 358/2 Days is an action RPG developed and published by Square Enix for the Nintendo DS with assistance from Hand. Granville has created a topic in our forum with an interesting series of beta screenshots and early videos that show various differences from the final version.
This footage is the earliest known footage from a Nintendo conference in 2007. The two worlds shown are Twilight Town and Wonderland. The structures of the levels are very different from the final game, there are a kind of heartless in wonderland where there aren’t supposed to be any of that species, and you’ll just notice a lot of general differences from the final game. Especially the HUD, which is nothing like the final game. Different sky color in Twilight Town, and you don’t go in that little underpass area to my knowledge.
In the gallery below you can see the gradual development of the game, with an early scenario that could have been used to test the gameplay. You can also notice a different hud, with magic bars: in the final game, there is no MP bar at all. Magic and items are both handled by numbers instead of a bar that depletes and refills.
In one of the beta screens there’s a place that seems to have been removed from the final game: it’s a grassy area with some broken columns (probably a beta Twilight Town). In another image we can notice a scene in which the player is chasing the rabbit in Wonderland, but that does not happen in the released game. Also, the area in the final version of wonderland seems more cramped than this one.
We can also notice that in one screen Roxas’ mugshot is slightly different from the final game. However, the old mugshot is still hidden in the game code as seen in the sprite rip from Barubary. There are actually SIX unused battle portraits listed in there.
In the July issue of Nintendo Power, the magazine told everyone that the worlds of Pinocchio and Traverse Town would be present in the game. Not so unfortunately. In the final game, those 2 areas were removed. However, a new sprite rip from Barubary has unveiled some other interesting mugshots that were unused but still hidden in the code. You can notice 3 character portraits from Pinocchio (Pinocchio, the Fox Honest John, the cat, and Gepetto). As Smouvy has made us to notice, if you play the mission where you face Guard Armor for the first time in the Colosseum, you’ll see flashes of Sora fighting Guard Armor in a fully modeled area of Traverse Town. So at least one area of Traverse Town did make its way into the final game.
Hidden in the game’s code there is also a Hercules character that doesn’t appear either: Megara.
Two more videos show a couple of unused scenarios: they were taken at a game conference back in 2008. It seems that these 2 unused scenarios were created specifically for that conference they were not intended for the final product.
Roxas and Axel in Twilight Town:
I don’t believe the scenarios or dialog ever happened as seen in this video. Perhaps a few parts did, but I know for sure that Roxas and Axel never fight that armored heartless beast in the final game. He does appear as a boss, but not in this scenario of this video.
Roxas and Xaldin in Beast’s Castle:
This one I know for sure has unused parts. For one, you only start out at that area once in the entire game. And it is not with the partner in that video (Xaldin). The events seen there do not happen, including the heartless ambush in the beginning. One more important thing- The potions you collect around the 2:05 portion of the gameplay are totally different looking in the final game. They just look like generic packages in the final. Same sound but different appearance. The boss there though did appear in the final game. There were some minor camera angle differences though.
Ninja Jajamaru-Kun: Pen wa Ken Yorimo Kyoushidegozaru was going to be a DS remake of the original action game with the same name that was released in Japan in 1985 by Jaleco for the Famicom (NES). It seems that something went wrong during the development of the DS remake and it was cancelled as reported in Famitsu. Jaleco was then closed down because of “increasing competition in recent years in the video game market”.
Aliens: Colonial Marines is a side scrolling action game (similar to Contra / Metal Slug) that was in development by WayForward Technologies for the Nintendo DS, but the project was later cancelled along with all the other Aliens games that were going to be published by SEGA (a FPS and an RPG for the Xbox 360 / PS3). It seems that SEGA decided to not release the Aliens games for financial troubles.
Thanks to Dark_ViVi and ABetaNamefor the contribution!