Nintendo

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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The Legend Of Zelda: Four Swords Adventures [GC – Beta]

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At E3 2003, Nintendo showcased two Zelda games that would make use of the Game Boy Advance connectivity, Four Swords and Tetra’s Trackers. In December of the same year, it was announced that the two games would be sold together on a single disc, Four Swords +, along with a third game, Shadow Battle. Four Swords Adventures was released in Japan with Hyrule Adventure, Shadow Battle, and Navi’s Trackers as three individual games bundled together.

In Navi’s Tracker (formerly planned as Tetra’s Trackers) multiple players use a combination of the television screen and Game Boy Advances to search for members of Tetra’s pirate gang in an attempt to gain as many stamps as possible within a given time limit. Action takes place on a Game Boy Advance used by each player, while the television screen shows a basic map and Tetra narrating the action. Unlike most other Zelda games, players can enter their name and choose their gender; however, they play as one of the Links regardless. A single-player mode is also available, which allows players to either collect alone or compete against Tingle, the aspiring fairy found in other titles in the series such as Majora’s Mask and The Wind Waker.

It was later announced on June 7, 2004 that Hyrule Adventures and Navi’s Trackers would be sold as two separate titles in the United States, while the retail status of Shadow Battle was still unknown. This decision was later changed – Hyrule Adventure and Shadow Battle would be bundled, while Navi’s Trackers would not be released in the United States. [Info from Wikipedia]

In the beta version of “Four Swords Adventures” it appears that Nintendo had planned on using the Link sprite from “Legend of Zelda: A Link to the Past”, but later changed it to the new “Toon Link” character design, as seen in the GBA version of Four Swords. The sprite was less detailed in the early build and looked like it was from an SNES game, but the final version’s Link sprite was improved.

Gabrielwoj have found an unused sprite of the Old Styled from the SNES game. Let’s see it:

Located at: GC4Sword/result.arc -> timg/link_dot_01_test.bti

Thanks to Jay for the english corrections!

Also thanks to Gabrielwoj for the unused sprite!

You can find more info about Zelda: Four Swords Adventures in the Zelda Wiki!

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Zelda: The Wind Waker [Beta – Gamecube]

The Legend of Zelda – 2000

At Nintendo’s Space World event in 2000, various videos were shown promoting Nintendo’s upcoming console, the Gamecube. One of the videos Nintendo presented was a short clip of a swordfight between Link and Ganondorf.

This clip led many fans to believe there would be a darker, more realistic Zelda on the horizon. Many other clips shown later became announced as full games (such as Metroid Prime), so it was fair to assume that this was the direction Nintendo was taking for their next Zelda project.

However, at E3 2001, Nintendo’s formal debut of the next Zelda surprised many players. Shown for the first time was a trailer that showcased a cel-shaded Link and much more cartoon-inspired art direction.

At this point, it’s likely the game had little content beyond essential gameplay mechanics and graphics. There was most likely little to no story in place at this time. The bulk of development would have occurred after this point.

The Legend of Zelda: The Wind Waker Beta

The development process of The Legend of Zelda: The Wind Waker was heavily influenced by the last two console Zelda projects: Ocarina of Time and Majora’s Mask. In a sense, Wind Waker widely acted in part as a tech demo for everything the Zelda team could not accomplish on the Nintendo 64. Things such as weather and a lack of loading screens in the overworld were all planned from the beginning.

Much of Wind Waker remained unchanged from initial concept to final release, largely due to the game being so concretely planned beforehand and not facing any major developmental issues, unlike its predecessors. What the game essentially started as was a technical showcase of everything the development team wanted in their last two titles. If anything, the largest changes pertained to the game’s storyline.

Zelda Wind Waker beta plot coming of age

Wind Waker’s original story was much more related to the original story of Ocarina of Time (seen above), which initially followed Link undergoing his coming-of-age ceremony. While Wind Waker’s final story was quite different, many thematic elements of the game’s story relate to the concept of coming-of-age.

zelda wind waker adult link growing-up

This method of storytelling was originally going to be something visually apparent in the game, where Link would visibly grow older as the game progressed. Many pieces of unused game elements have been recovered from the Wind Waker game data. While many of them are merely alternate versions of things that made it into the final game, there are still many oddities worth examining.

Unused Wind Waker Assets

Development Screenshot

Perhaps the game’s most discussed element is its cel-shaded art style. The Zelda team explained that they believed this approach allowed for much more emotion to be communicated by the game’s characters, as a realistic art style makes it much harder to convince a player of emotion. Resulting from this was a large amount of highly detailed and expressive characters throughout the game, as well as a very emotionally-driven story.

On this page you can see images taken from the various beta builds of  Zelda: the Wind Waker, as well as old art of the characters that would later populate the world. As you can see, the differences are clear: in the first video from Space World 2001, which aroused so much buzz because of its original style, the Link design was even more minimalist than the final version’s design.

Another interesting detail is the color of Link’s shirt; it changed from brown, the color he wore in the first game of the series, to light green. The HUD and button layout were changed over time for many times. The old character concept art clearly shows a different Link design from the released version of the game. It’s interesting that Nintendo originally planned to use an “older” Link design for the story, even if he was always in cartoon-style.

Thanks to Jay and 8PM for the english corrections! Thanks to Bryan for the updated description!

You can find more info about The Legend Of Zelda: The Wind Waker in the Zelda Wiki!

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Zelda: Twilight Princess [Beta / Unused Stuff]

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Twilight Princess is the second Zelda released for GameCube (and the first for Wii), it had a long development cycle of nearly four years and the final game turned out to be a lot different from what was first revealed in 2004. Some areas and dungeons were removed, while the surviving sections were heavily modified.

The game was developed by the same team that created the cel-shaded Wind Waker, and as a result some things were re-used, such as the games battle and movement systems. It’s possible to find some unused items in the game-code, like the original Wind Waker baton and the Spoils Bag from WW.

As we can read from an interview with Aonuma on GameInformer:

I should point out that this is something we actually considered during the development of Twilight Princess. We had an early iteration of the wolf transformation where you couldn’t transform when in front of other characters that could see you. We thought this would be an interesting way to address exactly the thing you’re bringing up here, but what we found in practice was that it was simply too troublesome. So for purely practical game reasons we decided to avoid that.

Gabrielwoj discovered that probably all the WindWaker items were to be used in the game, but only the models have been found. (see them below).

For more infos, check the Zelda: Twilight Princess Beta Analysis

Thanks to Jay for the english corrections! Thanks to KEK8, Jamie, Z3LER, gabrielwoj and Shadowdorothy for the contributions!

You can find more info about The Legend Of Zelda: Twilight Princess in the Zelda Wiki!

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Update Images: Wind Waker Items (click on them to open on a new tab)
(there actually some 4 copies of the same bottles)

It’s possible to see some of them on the videos on below, example? The Bomb Plants, it uses the same model…

The unused items:

The Hookshot (The only 3D Zelda that don’t have Hookshot [there is only a Clawshot, similar to Hookshot, but not the same)]

Elixer Soup from the Wind Waker

The Mirror Shield (the Only 3D Zelda that doesn’t have Mirror Shield)

Probably, Navi on a Bottle

Poe on a Bottle (Just like Zelda Ocarina of Time)

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Super Mario Sunshine [Beta / Test Room / Unused Stuff – GameCube]

Among the first Gamecube games revealed at Space World 2001, along with Zelda: Wind Waker, was a new Mario. In the presented video, Mario seems to stop to rest in the shade of a tree – that combined with the new sun/water HUD led many fans to believe the HUD was a thermometer that could detect real world temperature and report when the player should take a break. This was wild speculation. Now that we have all played the final game, it is clear that the HUD simply states the amount of liquid present in the “spray”.

After playing the final version of Mario Sunshine you may notice that this early beta shows a level that was not used in the final game. The city in the beta was probably just a test-level to try all the new elements: cables, swimming pools, spots to clean, balls (later become fruit), palms, new enemies and other objects that appeared in different areas throughout the game.

English translation by 8PM – Thanks to Jay for the english corrections!

The beta also reveals that humans were initially intended to be citizens of the plaza. FLUDD was going to be skinnier and Gooper Blooper was going to be dark blue and fought on top of the bridges of Ricco Harbor instead of in the market and helicopter area. There were some abandoned sprites as well, including Yoshi vomiting any water he may have swallowed.

There was also going to be a brown Pokey, and they were going to have white flowers. A test level is playable through an Action Replay. There the player can see Rock Blocks that were edited out, possibly in favor of Watermelons. Also, a small book can be found in an alcove of a cave in the bottom of the bottle in Noki Bay’s third episode. In one of the screens, Mario stands with Boos in the background, but their models are completely different. [Infos from Mariowiki]

In December 2009, Zeek from the X-Cult Forum posted some interesting models that are hidden the code, but unused in the final game, as a skull mask, the big beta enemy from the Space World video, called the Tramplin’ Stu, and a cardboard box with a “goal” text on it. As we can read at Rusted Logic Wiki, Super Mario Sunshine contains a test level which can be accessed with the Action Replay code JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC. A Tramplin’ Stu is in the test level, but it’s graphics are screwed up.

There is an enemy in the test level called “Hinokuri” that spawns, walks into a pit, then walks through a wall and disappears. You can kill it, and it drops a coin. This was probably a test enemy. This is the same enemy that was shown stomping around in early Super Mario Sunshine footage. One of the models in the game and its accompanying animations imply that some versions would have worn a large skull helmet.

Hinokuri spawns two types of enemies, dubbed “Swoopin’ Stu” and “Strollin’ Stu”, from a cone-like nozzle on its back end. One of these two enemies is spawned before the creature walks away. Swoopin’ Stus are spawned via a striped egg, while Strollin’ Stus simply appear.

Goomther noted that the model has a special property, which prevents the Tramplin’ Stu from displaying properly in both the test level and in model viewers.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Il primo video del gioco apparve insieme a quello di Wind Waker allo Space World del 2001, e indubbiamente lasciava presagire molte novità. Se il logo in basso a sinistra infatti stava a segnalare con ogni probabilità il numero di stelle (o chi per loro) raccolte, quello in alto destra era del tutto ignoto al pubblico. Il contorno con dei raggi di sole e l’acqua nel mezzo, unito al fatto che Mario durante il video sembrava fermarsi a riposare all’ombra di un albero, indusse molti a pensare che fosse una sorta di termometro capace di rilevare la temperatura dell’ambiente e segnalare conseguentemente all’idraulico il momento in cui si sarebbe dovuto riposare e rifocillare. Pura fantasia, poiché, visto il risultato finale, è evidente che quel logo indicava semplicemente la quantità di liquido presente nello ‘spruzzino’ di Mario.

Ora che è uscito il gioco non possiamo far altro che notare che questa demo non mostrava un livello vero e proprio, nemmeno la città di Delfinia, ma piuttosto un contenitore dove testare i nuovi elementi inseriti in Mario Sunshine: cavi, piscine (le fasi in acqua hanno un controllo molto diverso rispetto a quelle di Mario 64), macchie da pulire, indigeni, palloni (poi divenuti frutti – da segnalare che nel 2002 si disputarono i mondiali di calcio in Giappone), palme, nuovi nemici e altri oggetti apparsi poi in diverse zone nella versione definitiva.[/spoiler]

[Thanks to sba sb3002 for some of these images!]

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Super Mario Sunshine Spaceworld 2001 Trailer