Nintendo

Mii channel [DS – Prototype]

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The development and history of the Mii avatar was a long and arduous process, taking about 20 years to reach fruition. Famed video game developer Shigeru Miyamoto revealed information regarding such a process during his keynote speech at the Game Developers Conference in 2007. He stated that the current Mii design is based on traditional Japanese wooden dolls (known as “Kokeshi”), and also highlighted several stages of the Mii’s development process. The idea first appeared for the Famicom Disk System, but confusion over how the idea could be a game halted development. The idea appeared again with the Nintendo 64DD, where the player could edit a 3D character with a wide variety of clothes. Again, however, the project was never furthered. With the release of the Nintendo GameCube the idea was incorporated into Stage Debut, an unreleased game which planned to make use of the e-Reader and a camera attachment, but this idea was also canceled, as those at Nintendo feared there was not really a game to make out of it. The build Miyamoto showed during his conference showed a virtual Miyamoto dancing with some Pikmin upon a stage.

Around the time of the development of the Wii, a separate team at Nintendo were working on a friend registering software for the Nintendo DS. Within the software they were also developing a program where, in a manner similar to the Japanese puzzle game Fukuwarai, the player had to place the different parts of the face onto a drawing of a face. This team, however, was completely unaware of Miyamoto’s Mii concept. Eventually the software evolved to allow the player to edit the parts of the face in terms of size and position, in order to make the character look more like a specific person, and was soon shown to Satoru Iwata, president and CEO of Nintendo. The software was then shown to Shigeru Miyamoto as soon as possible, and eventually the team working on it moved to work with the Nintendo division EAD on the development of the Mii Channel. – [info from Wikipedia]

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Ouendan / Elite Beat Agents [DS – Beta/Concept]

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At the 2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in Osu! Tatakae! Ouendan. His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo.

At the conference, he also displayed early concept art for lead Ouendan character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic. Yano also displayed an unused Ouendan stage from a prototype build that featured a puppy in danger. The stage concept was ultimately dropped from the final version of the game because the puppy died if the player failed the stage.

Due to the surprisingly high import rate of Osu! Tatakae! Ouendan, Nintendo and iNiS began discussing the possibility of officially exporting the game to other regions. However, as Keiichi Yano, vice president of iNiS and director of the game explained in an interview with 1UP.com, selling the game at retail in Western markets would have been unfeasible due to the game’s innate reliance on Japanese popular music and cultural references. It was due to this fact that when Yano and iNiS began work on the North American version, the black-clad cheerleaders of Ouendan were removed and work began on a replacement.

The first concepts were of a trio of dancers styled after the Village People, before the final decision of a trio of men styled after government agents, using distinctly Western references such as the Ghostbusters, Blues Brothers, Men in Black and Austin Powers series for inspiration. In addition, the concept of the Elite Beat Divas and Commander Kahn directing the Agents would come from Charlie’s Angels. [Info from Wikipedia]

Images from www.dsfanboy.com

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The first video below is from the Beta version of Elite Beat Agents. The EBA beta shows many small differences that weren’t present in the final version of the game. These many things include flames on the bottom of the touch screen for a certain amount of consecutive beats, pink circles for completing song sections, different girls in the car and different transitions used. Some audio differences are also in place. Those include different voices (such as the announcer at the start that says “Mission” and a few sound effects.

Also, Yosher noticed that the second video below includes beta stuff like the agents not waving their arms before the gameplay starts. The same goes for the character in need. The image that pops up of the lead Agent on the bottom screen is also different, and there’s some images on the top screen as well that aren’t there in the final game. Other than that, the Agents animations are entirely different from the final game, almost like those of the Ouendan. This video seems to show the game being in the middle of the translation from Ouendan to Elite Beat Agents.

Thanks to Yosher for the contribution!

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Okami [Beta – PS2 / Wii]

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Okami in its beta version was much different from the final one. The game was originally planned to be rendered in a more photorealistic 3D style. However, Clover Studios determined that the more colorful sumi-e style allowed them to better convey Amaterasu’s association with nature and the task of restoring it. This change did not increase the game’s performance. You can play a video clip of Amaterasu in her original realistic style after beating the game. – [info from Wikipedia]

Also, on 1UP we can read an interview with Kamiya that talks about the early prototype of Okami:

“When I first started talking about it with [producer Atsushi] Inaba, the only starting point we had for Okami was a game that depicted a lot of nature,” he said. “I couldn’t say ‘I don’t know if this’ll be fun or not’ because than nobody on the dev team would be enthusiastic about it, so instead I was like ‘This is gonna be great! I know it will!’ So eventually the discussion shifted to a wolf running around, and we made this minute-long video depicting a wolf running through a field and trees sprouting up behind him and I told the team ‘See, isn’t that neat?'”

Eventually Okami made it to the prototyping stage, but Kamiya’s problems didn’t end there. “Our first test run was incredibly boring to play,” he recalled. “I was grinding my teeth at night, I was so worried. At one point, we were so far off-track that it had turned into a simulation game — you had hexes and trees sprouted on them. It was total garbage. A couple of devs said to me afterwards ‘Something was definitely wrong with you around that time, Kamiya!'”

Thanks to Robert Seddon for the contribution!

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Resident Evil 4 [Beta / Debug / Unused Stuff – GameCube & PS2]

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Resident evil 4 is probably the console game with the most tormented development cycle of all time. Originally scheduled for Playstation 2 in 2001, the Capcom game had to wait four years and as many betas to take the final form. The first version, as it is well known, became Devil May Cry because the build was deemed too action-oriented to be part of the series. Nevertheless, the trappings of the Resident Evil saga were plentiful, from the fixed camera to the haunting environments.

Gamers were shocked by the announcement that Resident Evil 4 would be exclusively on the Gamecube. The first Gamecube beta was presented at TGS 2002, showing Leon in a strange metallic structure (later confirmed to be an Airship) fighting a bizarre fog creature. The few words spoken in the trailer were about the Cradle of the Progenitor Virus, and apparently the story centered on the assault of our heroes to Umbrella Europe. Moreover, Leon was probably infected and wielded odd supernatural powers.

The following year (2003) Resident Evil 4 was shown again. This version had different features and a new emphasis on the supernatural that seemed to bring the game closer to Silent Hill. In this new trailer, Leon (who still had some strange power) was inside a mansion infested with some strange presence, notably a strong creature with a hook. An extended video of this beta is featured on Biohazard 4 Secret DVD, where we can also see the Killers Armors still present in the final game on Ashley’s stage.

Although this last beta seemed to be the most promising and polished version yet, Capcom decided to start over again. The third beta, which according to the programmers featured zombies, was not even presented to the public. Finally, the Resident Evil 4 we are most familiar with was shown at E3 2004. The Resident Evil 4 Unseen Saga didn’t end there, though. After about a year of the Gamecube release, Resident Evil 4 was ported to the Playstation 2 with a few new locations.

Moreover, the trial version of the Gamecube version was hacked, revealing the names of many rooms of the various betas and really cool items like the Optical Camo and the Infrared Goggles. It seems that the programmers were still making changes to the game until the very end of development. Knowing Capcom, maybe even the setting of the last chapter of Umbrella Chronicles is lifted from the scrapped zombie version of Resident Evil 4.

Thanks to Robert Seddon for the contribution and to Jay for the english corrections!

In Formeragent‘s Youtube channel we can see an interesting video with beta comparisons.

In November 2009, Tyrant of resident-evil-beta.de discovered a pre-release version of Resident Evil 4. These are the main differences from the final game:

  • You can use the silencer on the hand gun and on the tmp
  • The merchant menu is very different
  • You can contact Hunningham, but there is no pic of her
  • You can play  only the first three levels
  • The screen “end of level xx” is different
  • Some voices from the enemies are different
  • Saddler’s voice is different
  • All documents are missing
  • If you pick up an item,the sound is different
  • the debug menu is fully unlocked

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A pic of a woman found extracting the files inside the beta.  Probably just a placeholder.

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Unused item

Also, Enrico Marini of the THIA forum found the beta polygonal model of Ashley and an interesting placeholder, Jill dressed with the Ada dress, in the retail version of Resident Evil 4 :

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More info from DCodes7:

Resident evil 4 went through a long development cycle. Multiple prototypes were created; officially only two of those prototypes were shown to public. Resident evil 4’s development started in 1998 which involved taking a trip to Spain to study castle architecture. In December 1999 it was hinted that RE4 was in development, however the game wasn’t officially announced until 2001.

When resident evil 4 was shown to the public for the first time it was announced that the game was being developed by Capcom’s Studio 4 for the Nintendo GameCube as part of five game line up that was exclusively developed for the GameCube.

Build 1 – Fog Version

The first build that was shown to the public, nicknamed the fog version, shows Leon S. Kennedy infiltrating umbrella Europe while being chased by a fog creature. This build was shown at TGS (Tokyo Game Show) 2002. The trailer for this build hinted that Leon could have been possessed and infected by the progenitor virus. The story involved the origins of the progenitor virus – hence what is said in the trailer: “the cradle of the progenitor virus.”

EGM (Electronic Gaming monthly) interviewed director Hideki Kamiya; this interview revealed that there was a super natural ability locked inside Leon’s Left arm and a notion to an unrevealed female character! You can read the entire interview to the left of this paragraph.

In the end, after the first showing of this build, it was scrapped; because “it was too much of a departure from the resident evil series.” Eventually this build of the game evolved into what is known today as Devil May Cry.

In early 2006 it was discovered – in the debug menu on an early trial demo of resident evil 4 – that the large metal structure that is shown in the fog trailer was an airship. Only the names of the levels remained. To see all of the 3.5’s level names (Fog & Hook Man versions) click on the links below.

http://www.the-horror.com/index.php?id=features&s=re4demos&p=10

http://www.the-horror.com/index.php?id=features&s=re4demos&p=11

http://www.the-horror.com/index.php?id=features&s=re4demos&p=12

Build 2 – Hook Man

Later in 2002 resident evil 4 was revealed to the public once again at E3 2002, showing a completely different game from earlier that year at TGS. This build of the game Showcases Leon S. Kennedy in a mansion while being attacked by possessed suits of armor, possessed dolls, and killer hook man ghosts; this version of the game concentrated on the super natural and puzzle solving.

The following year in 2003, cube magazine published a six page article titled “Diary of a Mad Man.” This six page article puts build 2’s story months after the Raccoon City (Resident Evil 2) and Rockford island (code veronica) incidents. You can read all six pages of the article below this paragraph.

Thanks to the 5th survivor on the THIA forum for posting these articles!

In the end the Hook man version of Resident Evil 4 was scrapped because it was “too paranormal for the resident evil plot.” This build of Resident Evil 4 evolved into the game Haunting Ground. In 2005 a five minute game play video of build 2 was released with the biohazard 4 (Resident Evil 4) Secret DVD.

Part 1 Conclusion:

Resident Evil 4 was scrapped, evolved, only to be scrapped again. Two prototypes evolved into two games and one of those games evolved into a franchise. Resident Evil 4’s development didn’t stop there; the game continued to evolve and change as it was being developed. Though Resident Evil 4 remained roughly the same – gameplay wise – the items, collectables, enemies, and the sounds of the guns were changed until the games release. In Part 2 of the analysis I will explain and point out changes that Resident evil 4 went through based on the trials and demo’s that promoted the game.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Resident evil 4 è probabilmente il gioco per console con lo sviluppo più tormentato di tutti i tempi. Originariamente previsto per Playstation 2 nel 2001, il titolo Capcom ha dovuto attendere ben 4 anni e altrettante beta per assumere la forma definitiva. La prima versione è diventata come è noto Devil May Cry, poiché ritenuta troppo action per far parte della serie. Nonostante ciò, rimangono evidenti i debiti alla saga horror all’interno del gioco, dalle inquadrature alle ambientazioni.

Poi è la volta dell’annuncio shock di Resident evil 4 esclusiva gamecube, con la presentazione della nuova versione al TGS 2002, che vede Leon all’interno di una strana struttura alla prese con un bizzarro essere incorporeo. Le poche parole presenti all’interno del trailer parlano della culla del progenitor virus, e a quanto sembra la storia era incentrata nell’assalto dei nostri eroi ad umbrella europe.

L’anno successivo (2003) il titolo viene presentato nuovamente, ma stavolta evidenziando caratteristiche differenti, che sembravano avvicinare la saga a Silent hill, con una nuova enfasi sul soprannaturale e sull’horror psicologico. Di questa versione, di cui il trailer originale mostrava solamente Leon all’interno di una magione infestata da strane presenze, in particolare da un mostro dotato di uncino, esiste anche un filmato esteso all’interno del biohazard secret dvd.

Benché si trattava sicuramente la più curata e promettente delle beta, Capcom decide nuovamente di cambiare direzione nello sviluppo, ma il nuovo titolo, che a sentire i programmatori aveva di nuovo gli zombie, non viene neanche mostrato al pubblico. Finalmente, all’e3 del 2004 viene esibita la versione definitiva, o almeno cosi si credeva. Dopo circa un anno infatti Resident Evil 4 viene convertito per Playstation 2 con delle aree aggiuntive rispetto alle release gamecube. E sicuramente ancora diverso materiale del Resident Evil 4 Project è rimasto sconosciuto al pubblico. Lo vedremo in Resident evil Wii?[/spoiler]

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Pocky & Rocky / Kikikaikai 2 [PS2/Wii – Proto]

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Pocky & Rocky is a scrolling shooter video game with action elements licensed by Taito to Natsume, who developed and published the game for release in Japan in 1992 and the rest of the world in 1993. It is the sequel to the 1986 arcade game KiKi KaiKai (unofficiallly released in North America as Knight Boy) and follows the continued adventures of a young Shinto shrine maiden named Pocky (called “Sayo-chan” in the Japanese version) and her new companion, Rocky the Raccoon (“Manuke” in the original). Pocky & Rocky became popular enough to spawn two official sequels and one spiritual successor, though none are well recognized.

Heavenly Guardian is the successor to the cult favorite Kiki KaiKai. It is not precisely the Kiki KaiKai 2 sequel that had previously been announced and canceled – however it is developed by the same company, Starfish SD, and has been described as a “spiritual successor” and is allegedly “very similar” to the cancelled game according to Kiki Kai World’s publisher, UFO Entertainment.

When UFO Interactive Games Inc. released Kiki Kai World / Kiki Kai Kai 2, it was renamed to Heavenly Guardian. So, they had a Pocky & Rocky sequel, know as Kiki Kai World / Kiki Kai Kai 2 (that could have been a remake of the SNES version), in developement for PS2, but then they had some problems (probably copyright problems), so they just “cancelled” Kiki Kai World / Kiki Kai Kai 2, but they changed the main character of the game, changed the name, and released it for PS2 & Wii under the name of Heavenly Guardian. Did this make any sense to you? We are not sure.

[Info from Wikipedia]

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