Nintendo 64 & 64DD

Conker Bad Fur Day [N64 – Beta / Unused Stuff / Debug]

As we can read on Wikipedia, Conker’s Bad Fur Day for the Nintendo 64 was originally going to be titled Conker’s Quest and was later titled Twelve Tales: Conker 64. Early beta screenshots suggested the game would feature cute characters and colorful settings. Rare had a long history of making games of this sort, such as Banjo-Kazooie and Diddy Kong Racing, and at first Conker did not appear to be any different. However, Rare started to fear that the game would simply get lost in the platforming crowd, and critical mockery of “yet another cute platformer” caused the original game to be drastically overhauled.

The promotional videos and pictures from Electronic Entertainment Expo (at the time when the game was still called Twelve Tales) revealed objects and characters which have influenced the released game. Objects such as the flower and mushroom sprites were seen in the promotional video and a character closely resembling Buga the Knut was seen chasing Conker (who was wearing a knight’s helmet) in a promotional picture. Conker’s Bad Fur Day is considerably a far different game from the original plans despite the small influences it had on the release game.

Even if the differences with Conker’s Quest / Twelve Tales beta are more obvious, Cubivore10 noticed some little beta differences in the early Conker Bad Fur Day too.

Here we can see that with the exception of Conker the whole screenshot has different textures, maybe be even reused from Twelve tales. The barn (pink roof) looks like it might even be shaped differently. (beta at the top, final at the bottom)

This one’s a bit odd. The only time the fire imps appear in any cutscenes are during the Bat’s Tower chapter. From what little I can see of the background its the boiler room still, but I NEVER recall the fire imps acting like this (I play that chapter on a regular basis FYI) It seems like something has shot off smoking and a fire imp is freaking out. Whatever is on fire by him appears to be burnt. The imps do become grey when Conker urinates on them, however, they don’t shoot off like that.

At about 4:36 in the video below, there is the scene with the fire imps :  it seems to be catching something in his mouth, whatever the smoking thing was.

This beta / unused cutscene was found still hidden in the final game by Goomther and ConkerGuru:

As wrote by Cubivore10:

This short scene was in an earlier trailer. I’m assuming, judging by the way it grows, you would have fought a giant Fire Imp as opposed to the Boiler at some point during development.

As wrote by Fuzzy, it’s quite short but in Goomther’s video it looks like the imp is eating another imp, but in the original it seems the imp is eating something like a burned rat.

Nothing much here, but unless he’s over more to the right than I recall, Birdy the scarecrow isn’t outside the bar.

Another minor detail, but in the final version of the game Gregg’s voice bubble is a dark gray color

The gray squirrel that Conker talks to is holding a walkie-talkie in the beta version (also the changed “tedizs” to “tediz”).

In the video below, at about 1:25 when Conker has to use his slingshot to open the vault, it doesn’t seem to be moving.

Also, Goomther found a weird / unfinished level in the game’s code, that could be an half-removed debug room! Check the video below for a look at this strange area. More unused models and development stuff were found by ConkerGuru in the game’s code (check his website for more!):

The tail of an very popular mouse pokémon. This tail was, according to an post on Chris Seavor’s twitter page, used for an cutscene they were forced to cut on nintendo’s request. When the cutscene played, the tail, obviously, would be placed on the back of the Pikachu model. Whatmore, Conker was also to interact with it during the scene, as there’s some unused animations remaining in the game of Conker sitting on his knees, and petting some creature.

Thanks to Cubivore10 and Goomther for the contributions!

Images (unused / beta models):

Videos:

 

Kyle Petty’s No Fear Racing [N64 – Tech Demo]

Kyle Petty’s No Fear Racing is a racing game developed by Leland Interactive Media and published by Williams Entertainment for the Super Nintendo in 1995. When Nintendo announced their Ultra 64, Williams created a Nintendo 64 tech demo based on Kyle Petty’s No Fear Racing, with the “same” Silicon Graphic Workstation power that the U64 would have used. In the end Williams never released any game for the Nintendo 64 and only few screens (found on Cd Consoles issue #4) remain from this interesting N64 demo.

Thanks to Celine for the contribution!

Images (U64 demo):

Video from Kyle Petty’s No Fear Racing SNES:

 

South Park [N64 PSX PC – Beta]

South Park (originally titled South Park: Deeply Impacted during development) is a FPS based on the first few seasons of the popular TV series of the same name. The game is powered by the Turok 2 game engine and was released in 1998 by Acclaim for the PC, Nintendo 64 and PlayStation. Acclaim had announced a sequel to be released sometime in 2000, however this project never surfaced. [Info from Wikipedia]

As noticed by BattleBattleBattle, the game’s plot was initially different from what we got in the final version:

The close proximity of the blasted piece of space debris causes the local turkeys to revolt. It’s now up to you to stop those gobbling overgrown chickens who paint half of their faces blue, trying desparately to infringe on American lifestyle by refusing to get eaten. Oh, and Cartman’s mom was kidnapped by aliens, too. To add insult to injury, Skuzzlebutt’s also out of control, making it imperative that Kyle, Cartman, Stan, and Kenny step in, armed with a host of gadgets ranging from cow launchers to fart dolls.

We never see Skuzzlebutt out of control.

The beta multiplayer had 5 different modes to play with, as “Capture the Flag”, a “Grudge Match” and “Kick the Baby”, but in the end only the classic deathmatch mode was finished. The radar in multiplayer was different too (there was only 1 radar for everyone) and in an early screen we notice a level that could have been removed.

Also, Acclaim originally had planned two different styles of games, with the PlayStation version theoretically appearing in a Lost Viking-style of gameplay instead to be a FPS like the N64 and PC versions. A South Park game for the GameBoy Color was also in development, but never released.

If you can notice more differences in the beta screens, please let us know!

Thanks to BattleBattleBattle, MamaLuigiBarrelRoll and Nat for the contributions!

Images: 

Lobo [N64 – Tech Demo]

In 1996 Ocean Software was working on various games with the  license from the Lobo comic series. A Lobo fighting game was in development for the Super Nintendo and the Mega Drive / Genesis but it was later cancelled. In Super Power (a french magazine) issue 33 we can see that Ocean created a Lobo tech demo to announce their plans to develope a Lobo game for the Nintendo 64 too. In the end, Ocean never released any Lobo game for the N64 and it’s currently unkown if they really started to work on their N64 project or it was just an idea that never materialized.

Thanks to Celine for the contribution!

Images: 

007 The World is Not Enough [N64 – Beta / Unused Level]

007 The World Is Not Enough is a FPS based on the James Bond film of the same name, developed by Eurocom and published by Electronic Arts for the Nintendo 64  in 2000 (a Playstation version was released the same year, developed by Black Ops). An unused beta level was found hidden in the game  and thanks to some GameShark cheats codes created by Goldenboy, it’s possible to explore it to see how it could have been played. A video of this beta “Subterranea” level can be seen below, from SubDrag’s YT Channel.

This is the code to activate the beta level:

D00E0779 0008
813B002C 3FF0
80102EDF 0011
811FFFD8 C300
811FFFE8 C300
811FFFEC C300
D00E0779 0030
80102EEF 0001
800E0931 0000
800E0933 0000
50002610 0000
803B0164 0001

While at ANY menu (preferably the first) press L and R at the same time, the load screen will appear twice. Press C^ to rise (or moonjump) then gently tap it to get down in the pit.

Thanks to DCodes 7 we preserved some beta screenshots and videos in the gallery below. For some reason some images bond is wearing a black camouflage suit, which makes bond blend into the night. Also the HUD is different.

In the second screen you can see a bullet-proof glass door / metal detector that isn’t used in this level in the final game. In the same image a MI6 civilian employee is standing near the doorway, in front of the black door. The civilian seen in this image (dark pants, white shirt, dark tie) isn’t in the final build. He is replaced with scientists in white lab overcoats. The black tie civilian model was retextured with different shades of grey and used in another mission of the final game.

The 7th screen shows the top floor of MI6, near the starting position: behind the beta metal detector you can also see a table and a computer terminal down the hallway, not present in the final game. Then we have the security guard standing next to Bond. He is much different from the final. In the beta the security guard is wearing a suit with a hat to match, but in the final he wears  a bright colored shirt with a blue body armor.

A PC and a Playstation 2 versions of The World Is Not Enough were planned too, but then cancelled.

Images:

Videos: