Reel Fishing: Life & Nature is a cancelled fishing simulation that was developed by Marvelous for the DS. Controls aside, the game was probably going to be identical to the released PSP version. Here is the official fact sheet of RF:
Reel Fishing: Life and Nature is a return to nature fishing! Whether you’re a seasoned veteran or have yet to cast your first line, Reel Fishing: Life and Nature will make it possible to experience fishing as it was meant to be…as it should be…in mother nature. Learn basic and advance fishing techniques from the Fishing Master. Experience a magnificent 3-Dimensional fishing adventure with beautiful environments, life-like fish and soothing environmental sounds!
A wide range of fishing locales from wide-open lakes to dense, lush green forest!
Fish in real time with varying weather conditions and daylight patterns.
25 fresh water fish in detailed 3D!
Over 100 different pieces of tackle!
A one-of-a-kind fishing simulation, unparalleled to any other!
Multi-player Ad Hoc Mode with customizable settings!
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!
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.
Banjo Kazooie: Grunty’s Revenge is the third instalment in the Banjo-Kazooie series, and the second in chronological order (in terms of the point of the beginning and end of the game – in fact, as time travel plays a significant part in the plot, most of the action takes place decades before Banjo-Kazooie). Developed by Rareware and published by THQ, it was the first Rare game released after being purchased by Microsoft from Nintendo. [info from Wikipedia]
Banjo Kazooie: Grunty’s Revenge was originally announced at E3 2001. Initially, it was conceived to be a “What If?” story, taking place in an alternate timeline where Grunty’s sisters do not come to rescue her and thus Banjo-Tooie does not happen, with Grunty’s Revenge taking place instead. This idea was dropped some time before the game was released, and it was instead placed as a side-story in the Banjo timeline, between Banjo-Kazooie and Banjo-Tooie.
Grunty’s Revenge is notable in that it is the only of Rare’s initially-announced Game Boy Advance titles to be released without any major changes due to the buyout of Rare by Microsoft, unlike Diddy Kong Pilot, which became Banjo-Pilot and Donkey Kong: Coconut Crackers, which became It’s Mr. Pants. [info from The Rare Witch Project Wiki]
Thanks to YouTube user transparentjinjo, that uploaded 7 videos from the Banjo Kazooie: Grunty’s Revenge beta, we can see a few differences to the final version of the game. For one, the textures and graphics are significantly less-developed in the beta footage. In addition, the layout of the worlds appears different, with several areas sporting different names to those in the released version (for example, Freezing Furnace is split into two separate worlds, Freezing Fjord and Fiery Furnace).
The introductory sequence is missing in the beta version, which also uses the “down” arrow to advance in-game text, as well as a few other small changes. You can view the videos, and other interesting development footage, at transparentjinjo’s YouTube channel.
Also, some concept arts and a couple of screenshots from the “3D collision preview tool” are preserved in the gallery below. Quite a lot changed through the development of Banjo Kazooie: Grunty’s Revenge. The game was reduced from 8-10 levels down to 6, and the story was cut down too.
The mad cow was the original boss on the farm level
The large mountain on the Fjord was removed when flying was removed from the game, and the remaining Fjord & Furnace sections were combined into one large level
The machine seen in “FURNACE_scene” was also lost when the 2 levels were combined
As can be seen from the Mecha Grunty pics, she was to have many transformations (tank, bazooka, drill etc) which were removed to save cartridge space
“Monster Kazooie” was a concept, but a decision was made to not implement it in the game
Swamp monsters (scorpion & spider) were not in the final game, the main swamp monsters were Bogfoot (Bigfoot with a different colour palette)
Klungo’s UFO was also too big to fit on cartridge, and replaced with Gruntilda’s ghost floating out of the rock & into the Mecha suit
As we can read on Wikipedia, a video game based on the popular Devilman manga / anime series was developed by ISCO and published by Namco in 1989 for the NES / Famicom. The game is an action RPG where players take control of Akira Fudo and the objective is to follow clues that will lead the heroes through a ruined city, into underground caves, around a hidden military base and finally into a confrontation with Zenon.
John Doom discovered that in the game’s code are some hidden images, taken directly from the comics, which were not used in the final version. It’s possible that these scenes were meant to be used during the fights against the various demons (Silen, Agwell, Ghelmer, etc.). Another shot shows a dying Miki (as in the comics).
Thanks to John Doom for the contribution and to Jason for the english corrections!