Nintendo

Monster Party [NES – Beta / Unused Stuff]

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Cubivore10 has sent to us lots of informations and screens about Monster Party, an old game for the NES. In these beta screens we can see some unused sprites of a monkey, a key, 1-up, a race-car thing and a different version of one of the bosses. Some of the screens are a remake of the original beta scans with home-made tiles, to have a better version of the scenes. In the title screen, there was blood on the menù, while in the final version it was just a green slime, the text and the icon were changed and the spider-thing has a different head. The hero of the game was pink and white in the beta version, instead of the green / black colors of the complete game. Even the HUD is different.

In the screen with the “eggplant monster” we can see the first boss of Monster Party, with a different design that seems a citation from the movie “The Little Shop of Horrors”, hence the karaoke machine and the microphone (the film was a musical). The karaoke and the microphone are not seen in the final version, but they are still in there: they blacked out the graphic in the boss room, so they blend in with the background. You can even stand on the karaoke, if you go around the monster and jump.

Also, in January 2010, Cubivore10 found some more unused sprites in the game’s code:

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You’ll see in the row of graphics I numbered as 1. you will see some odd faces and unused items. The faces where most likely background tiles, but they where found near a boss, so this COULD be leftover from a removed boss, but probably not. The unused items are very interesting also. There is some weird…diamond thing which I could only assume was a beta version of the dragon capsule or more commonly referred to as the “pill” that transforms the main hero Mark into his Dragon-like friend.

There also appears to be some object which sort of reminds me of a piece of candy. My only guess is that its another design for the pill. I’m not sure what the ball object is, your guess is as good as mine. The shield shaped thing that says “up” is probably a 1-up of some sort, which would make sense that they took it out since the game doesn’t have lives, just an unlimited amount of continues. Last of the supposed items is a key.

Now after defeated the necessary amount of bosses per stage you are awarded a key that grants you access to the next stage. Now you are also given a “?” item after defeating each boss which appears in the middle of the room. It could be that a key would appear instead after beating the last boss of that stage instead of you getting the “?” and the key.

Now for row 2…A monkey. I could only assume that this is an enemy, I tried to assemble the graphics a little bit. He’s with the first level enemies if I remember right and seems to be near two sprites of a bone. I’d bet that the monkey threw the bones at you.

Row 3 is are the monkey graphics as I found them so if you wanna try to put them together.

Row 4 is pretty neat. I’m nor POSITIVE that these are unused but they probably are.( I should know, I just beat the game a couple days ago!) They are found with the enemies of the last stage, and is clearly a chicken…really. They might have scrapped this enemy in favor of the flying sticks of TNT, the graphics are right next to each other. Next in that row is the race car-driving-werewolf. He is found in the first level’s graphics too. Last is a silhouette of a fish. This MIGHT be used, I don’t know for sure though, it matches with the big-finned fish of stage 5, this could have (or might still be) used for when it goes into the water.

On to row 5…I’m…really not sure here. These are kept near the boss of stage 5 that throws javelins, but they don’t look like anything I remember seeing in the game. Most likely tiles.

Row 6. Some projectile I think. This is kept by Chameleon Man, the only boss of stage 6. The boss is hidden amongst a mess of graphics that look like him as well as three other look-alikes. He doesn’t throws things at you and the real one is the only on that will damage you if you touch him. He might have shot these at you at some point.

The last row is row 7. Not much but kinds neat. This was found neat the first boss of the game, the man-eating eggplant. Now he actually appears in a beta shot of the game, but wasn’t an eggplant. His (Her?) head was more like a flytrap and was seen with an amp and microphone and over-head lights (which are still in the final version) This was clearly a parody of the Audrey II, the man-eating singing plant from the movie Little Shop of Horrors (GREAT movie BTW)

That said this kinds musical note thingy may have been its original projectile instead of the bubbles is uses now.

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It looks like some unused enemies, who look like they’d fit in with level one. Also I noticed that the musical note graphic I found seems to be the SAME graphic that the punk rocker boss uses so I was either wrong about the plant spitting them at one point or they would have used the same graphics. Speaking of the punk rocker boss while looking around his graphics I saw yet another unused projectile: Another musical note (the double one) So he probably shot out both at some point in the game’s life.

Thanks a lot to Cubivore10 for the contribution & Silenceofthehills for the comparison video (keep in mind that the screens from the MP sequel were just a mistake, later corrected in the comments)!

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Battletoads [GBA – Proto / Cancelled]

Battletoads is a video game by Rare Ltd. created to rival the Teenage Mutant Ninja Turtles games. The first game was released for the Nintendo Entertainment System in 1991 and was followed up with sequels released over the ensuing years for GameBoy, SNES, Megadrive / Genesis and Arcade. [Info from Wikipedia] A proto for a cancelled GBA version of Battletoads was discovered in the collection of cancelled RARE games that transparentjinjo has uploaded on his Youtube Channel.

The game was in development only for a few weeks, and everything from character animations and enemy AI to sound effects is a placeholder.

The character design was the result of merging the sometimes conflicting ideas of the original Battletoads artists, who were now in director or lead positions on other teams.

Even the main game design was not fixed at that point. Team instructions ranged from “make a shiny clone of the NES version” to “do whatever you think is best” to “everything cool will have to wait for an Xbox version”.

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Earthworm Jim [SNES/MD – Beta / Concept]

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Although it seems to start out as something completely different, this is a promotional video for Earthworm Jim, mostly focusing on the Mega Drive version. As well as some insight into the design process of the game, it shows a lot of footage from an earlier version of the game. Unfortunately, the way the video has been edited together means that picking apart all the differences between the early version shown and the final game is very difficult, but some parts are clearer than others.

Some of the highlights include:

  • 1:13 – Completely scrapped level, with a suitless Jim wandering around on spikey platforms.
  • 3:40 – Concept art, including a scrapped Psycrow encounter
  • 5:05 – 5:30 – Shows a slightly different HUD (different Atom icon), different opening segment from New Junk City, and different looking segment from  What the Heck level
  • 6:09 – 6:30 – Glitchy segment of Who Turned Out the Lights (you can see a giant 10 for some reason) and another completely scrapped level- first shown with Jim alone, then with him fighting Psycrow

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From some beta screenshots that were published in Nintendo Power, we can notice various differences. On the new junk city images the background art design looks different and there’s also a moose head in everyone of them, but those are normally only used to swing from. The wheel monster has a completely different design in the final game. On the screenshots for What The Heck the design looks different and the backgrounds are different in at least one of the screenshots. On the screenshot of For Petes Sake everything about that level is different in the final game: the asteroids, the background, and the ground. Jim’s models also seems to be different maybe even better looking than in the final game. Also, in the last screenshot we can notice a weird looking enemy to the left of Jim which isn’t in the final game.

Also, thanks to Rocketworm.com we can see many concept arts from the development of the game, showing an early design for Intestinal Distress (the falling columns of fat aren’t in the final game, and the idea for the villi was later used in Earthworm Jim 2), early concept art for Buttville and New Junk City (with some gameplay ideas that would’ve probaly been impossible to pull of on a 16 bit console), a concept of a level based off of Bob the Goldfishes world which didn’t make it into the final game and various character designs.

Thanks to Earthwormjim, Lemm and retroguy205 for the contribution!

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EggHead Shred [N64 – Proto / Tech Demo]

EggHead Shred was rumored to be a prototype for a N64 skiing game by Paradigm Entertainment, where the player could have took control of Paradigm’s mascott, Egghead, a weird egg with “punk” hair. There are not many more details about this, but EggHead was shown with an interactive video at SIGGRAPH 1994 / 1996 (?) where the audience controlled the game with a motion sensing technology.

The people in the room were able to move their hands left / right, up / down and get a corresponding movement with the image on the screen. You can read more about this show at the Cinematrix website. The game was never released and probably it was just created as a tech demo for the SIGGRAPH show and it was not really meant to be a Nintendo 64 game.

As we can read from BW Online, Paradigm Simulations created the game as an offshoot of defense work. Also, as noticed by Hibana, EggHead Shred was featured on the Nickelodeon variety showU to U” in the mid-1990’s:

“Egghead Shred” by Paradigm – This game had the audience playing a punk-rock “Humpty Dumpty-like” character as he skied his way down a obstacle-laden slope of frying pans and vicious forks (no kidding!). The stunning graphics were produced by a host of Silicon Graphics Reality Engine-based workstations while the audience utilized the Cinematrix IAP as the control interface.

It would be nice to find a video from this U2U episode to see Eddhead in motion.

Thanks a lot to Gilgamesh, Zach and Hibana for the contributions!

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Shantae 2006 [DS – Cancelled]

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The original Shantae is a platform game created by Matt Bozon for the Game Boy Color. It was produced by WayForward Technologies and distributed by Capcom. Various Shantae sequels were planned for the GBA, GameCube and the DS, but never released. In the first Shantae Club newsletter (May 2008), Wayforward revealed some interesting infos about the DS version of Shanate: “In 2006-2007 we hit pretty hard, with a massive undertaking to redo the cast of hero and enemy sprites, and about half of the sequel’s backgrounds were created by