Nintendo

Resident Evil: The Darkside Chronicles [Wii – Beta]

Resident Evil: The Darkside Chronicles is a rail shooter developed and published by Capcom in fall of 2009.

In one of the gameplay trailers, Claire uses Leon’s Handgun in the chapter Game of Oblivion (Code Veronica).

E3 2009 Stage Demo:

At E3 2009, gamespot.com posted a video of a stage demo that was playable at the event. The stage demo presented at E3 shows different character and chapter selection screens.

Final note: the E3 demo’s pause menu had an option called “Equipment Screen”. It was changed to “status” in the final product.

 

In an interview – posted on videogamer.com – MK was asked about Darkside Chronicles (scrapped) online co-op:

VideoGamer.com: Will you be able to play co-op online?

MK: No, unfortunately not.

VideoGamer.com: Why?

MK: Time lag. Especially wi-fi connection is not that stable. The time lag issue is the main reason that’s stopping multiplayer online. Having said that we have introduced a wi-fi ranking system, so you can compete your score with other people around the world.

Source: http://www.videogamer.com/wii/resident_evil_the_darkside_chronicles/preview-1839.html

In another article, kotaku writes how the first person camera for Darkside chronicles was toned down due to some complaints of how the camera shook around too much.

Source: http://kotaku.com/5342088/resident-evil-the-darkside-chronicles-on-steadier-ground

Developers recently toned down the shake of the camera in documentary-styled shooter Resident Evil: The Darkside Chronicles to make the upcoming Wii title a bit easier to play, Capcom developers say.

“It was a bit of a trial and error, this shaky cam,” said Masachika Kawata during a meeting at this week’s Gamescom convention in Cologne. “It was probably a little too much, so it’s a little toned down now.”

 

Donkey Kong Country Returns [Wii – Beta / Unused Stuff]

Donkey Kong Country Returns is a side-scrolling 2.5D platform game developed by Retro Studios and released by Nintendo for the Wii console on November 21, 2010, in North America, December 3, 2010, in Europe, and on December 9, 2010, in Japan. It is the series’s first traditional home console installment since Donkey Kong Jungle Beat, and also the first Donkey Kong Country entry not to involve Rare during the development. (Info from Wikipedia)

Development on Donkey Kong Country Returns started in 2008, but it wasn’t until E3 2010 that it was revealed to the public.

On the Gameplay and E3 trailers, we can notify some small things:

  • -Health Icon is a sightly different.
  • -Game general Font is much different.
  • -0:32 = When Donkey Kong bounces on the three enemies consecutively, he does not preform a spin followed by a somersault, like he does in the final version.
  • -0:47 = Diddy and Donkey Kong team Icon is Cyan, on the Final Version, the color is Blue.
  • -1:00 = The bombs on this stage is much more faster them the Final Version.
  • -1:06 = It’s possible to see again the Cyan color, but on the 2-Player Mode.
  • -1:13 = On the final version of this stage, it doesn’t have “automatic” barrels.
  • -1:20 = The stage don’t have storm and darkness.
  • -1:36 = Different scene.
  • An another gameplay video (which was playable after the E3 event), shows other miscellaneous stuff:

  • -Font, Health Icon and other lighten stuff is a little different.
  • -At the end, the background is Yellow, on the Final version, it shows as Green.
  • On an ANOTHER video, it shows a MUCH different title screen, and other stuff (which was already shown on the other videos)

  • -Different Title Screen (the Buttons, the Logo, the Font and specially the Background)
  • An Show at the Television did show DKCR gameplay (at before releases)… It shows again the other stuff, but we can also see other stuff:

  • -The Instructions appears from no where, at the Final Version, the Tutorial Pig appears in the background and explains the controls
  • The video below shows some animations of Donkey Kong Country Returns:

    Progressing into the Beta related stuff, when you progress in the game, you unlock some concept arts… They are separated into enemies, characters, levels and others…
    Some interesting stuff of those concept arts, are the Levels… Much levels have been changed in the development, such as Golden Temple… Some characters did changed too, such as Rambi, which was to be much more Realistic…

    It was also found on the Game Disc, that DKCR was to have 4-Player modes, still is unknown about it, but probably other Kongs could be in, similar to New Super Mario Bros. mechanism.
    Maybe was scrapped because of Copyrights of RARE:

    Click to zoom-in, it will open in another tab

    Images:

    Those images shows the stuff from previous videos, like the different icons, fonts and etc.

     

    Super Meat Boy [WiiWare – Cancelled / Beta]

    Super Meat Boy is a platform game developed by Team Meat and is the successor to Edmund McMillen’s and Jonathan McEntee’s flash game, Meat Boy, originally released on the Newgrounds website in October 2008. (Info from Wikipedia)

    The Developers originally announced a release of the game for every major console and computer: Xbox360 Live Arcade, PS3 PSN, WiiWare, PC and MAC…

  • The Xbox360 Version was released in October 20, 2010.
  • The PC Version was released in November 30, 2010, as downloadable on the Steam WebStore.
  • The Mac Version was released December 2, 2010, on Direct2Drive
  • The Wiiware and Playstation Network versions have been cancelled
  • This small article will show the WiiWare’s version progress. Super Meat Boy on Wiiware was taking a pretty long time to be made and had some delayings. After some time, Super Meat Boy has been officially cancelled because of Size Limit problems on Wiiware. The Wiiware service allows to publish games on the store on 40MB Size Limit, sadly, Super Meat Boy was much more then that. It also has been cancelled because they were not able to find a publisher.

    Some trailers and preview videos have beta differences:

  • Promo Video
  • Shows some Informations

  • Trailer
  • Gameplay, some graphics was little different, with more backgrounds and other stuff.

  • Older Trailer
  • The only difference are the Psychics (jumps fall fast, and differences of running). Also, a different animation for the Warp Zone.

  • IGN’s Preview
  • Comments and shows more stuff, like World Map (which is different of the PC and Xbox version, and other stuff)

    Team Meat is thinking for develop Super Meat Boy as a Retail Version, with extras and other add-ons (which wasn’t to be come on the WiiWare Version) or on the upcoming 3DS. They only need a Publisher, as they said:

    If we decided to try to find a publisher & do a boxed version for $20 (with extras) but come out later on the Wii, would you hold out?

    Images (Click on them to open in other Tab/Pop-Up):

    Images Informations:
    Image 1:

    The time counter are on the top right (on the released versions, they are on north eastern.

    Image 2:

    Commander Video lines are more shorter, with no fading and much more thinner.

    Image 3:

    Little different character selection screen.

    Image 4:

    Boss of World 1 is much more different, with some other platforms and more “darken”.

    Image 5:

    No any differences

    Image 6:

    Because of Commander Video have no any fade in the lines, it don’t shows in his jump.

    Image 7:

    Different Map (probably the “D” button hasn’t been changed in the development)

    Image 8:

    The Prologue (intro) text is a little different

    Image 9/Image 10/Image 11:

    The HUD now have been more for the left, but still not as on the Released versions.

    Image 10:

    Only the HUD Difference

    Image 11:

    The stage is much more clarity, the stage is actually more darken on the Released versions.

     

    Phoenix Wright: Ace Attorney [DS – Beta / Unused Sprites]

    Phoenix Wright: Ace Attorney is a Capcom adventure game following the story of new defense attorney Phoenix Wright, who takes on many murder trials and proves his clients to be not guilty.

    Found on the official Phoenix Wright: Ace Attorney site, Capcom posted beta screenshots before the game was released. Two of those screenshots contain content not seen in the game. One of those was the “Cross Examination” screenshot. In the game, Phoenix Wright and the prosecutor will lock eyes, and there will be a close up of them. In the screenshot, the sprites for Phoenix Wright and the prosecutor, in this case Miles Edgeworth, shows. The other screenshot was when the witness is pressed. Instead of the bottom screen still showing the “forward” sprite, the screen shows Phoenix Wright extending his arm at the witness.

    Additionally, there are three sets of sprites not seen in the game, but found in the coding, posted by fan site courtrecords.net. One is Phoenix Wright with hearts over his eyes, which presumably is when the defendant “April May” shows. The probable reason this was removed was because the two meet before the trial. The other is a forward facing Miles Edgeworth showing his surprised face, which only is seen from the side in the game. The last is Larry Butz creating a weird face where he sticks out of tongue.  

    Saffire [GBC – Cancelled]

    Saffire is a cancelled action adventure that was in development by Saffire (yes, the company used its same name to call their project) for the GameBoy Color. This version was going to be one chapter of the Saffire epic series, that was meant to be published for the Nintendo Dolphin (aka the GameCube) and the GameBoy Advance too. On IGN we can read part of the planned story:

    The basic storyline of Saffire revolves around ancient Grecian myth. As the tale goes, in ancient times the god Zeus saw that the other gods were carelessly destroying the planet. To end this, he decided to seal off all of his enemies into the underworld, whereupon he himself swore never to return to the Earth. Centuries later, in modern times, a group of archeologists accidentally stumble upon the dangerous seals and open them, letting loose all the destructive gods of ancient past. Zeus watches from afar, but ironically, because he swore never to return, cannot do anything to stop the madness. Zeus enlists the help of teenage gods to put an end to the chaos engulfing the planet.

    Saffire was one of the first development studios that started to create game concepts for the new Nintendo’s “128 bit” console, and they shown some famous tech demos as Saffire (Young Olympians) and Saffire Shooter. This GBC game was never finished for unknown reasons, but at least Dolphin’s Saffire evolved into Barbarian after some development issues. Saffire Corporation released their last title, Van Helsing, in 2004 (for the PS2, XBOX and GBA) and went out of business sometime afterwards.

    Thanks to Celine for the contribution!

    Images: