The Simpsons: Virtual Bart was released for the Super NES and Mega Drive / Genesis in 1994 by Acclaim. KeijiDragon (Kei) has recored some videos from an interesting prototype of the game, that is somewhat different from the final version. You can check the annotations in the videos for more details:
Japanese Super Famicom (the Japanese Super Nintendo) pre-release prototype of The Simpsons: Virtual Bart game. Why is it Japanese? The ROM header states that it’s “run” on Japanese systems, or something like that. There are lots of differences in this prototype that are between large and small, and this video goes into detail what’s in the prototype.
Thanks a lot to KeijiDragon / Kei for the contribution!
Disaster: Day of Crisis is a multi-event game developed by Monolith Software, first showed in a non-playable form at e3 2006. At the time, the game was compatible only with the classic controller, and the gameplay was much more action-oriented. In 2007 Monolith reworked the interface dramatically in order to take advantage of the Wiimote. Disaster was finally released in 2008.
Unfortunately we don’t have much footage of the 2006 build, but in the screenshot and in the videos of this page we can see how different was the HUD.
We already knew that StarFox Adventures once was the Nintendo 64 title Dinosaur Planet. However, the title did not only change during that transition, but also during its time as a StarFox game.
Although the main enemy in the game is General Scales, you will never fight him. Such a battle against General Scales was planned however, evidence was found in unused audio files on the StarFox Adventures game disc. In addition, it appears as if Fox McCloud would have had only to collect the Krazoa Spirits to save Dinosaur Planet; the Spellstones were only needed for saving Krystal. Fox did not want to leave the planet before Krystal was not safe.
Prior to fighting against General Scales, it seems as if Fox McCloud would have released Krystal. Both would have teamed up for the final section in the Krazoa Palace. [Sadly only Krystal’s audio files for this part were recorded.]
For games developed by Rare, it is also common that a special animation of the company logos was made [Example of Perfect Dark Zero]. For Starfox Adventures something similar was planned, but it did not end up in the final product:
Lead designer Lee Schunemann tried to give an explanation for all these changes: “We ran out of dev time due to the looming Microsoft buyout so we had to wrap up the game and just focus on one final boss.”
In the Krystal Archive we can listen to various unused voice clips that reveale many details on lost parts of the story. There are upwards of 50 clips for other characters that never made it into the game. The Starfox Online archive contains pages for ALL Star Fox Adventures voice clips. There were 730 non-duplicate voice clips in the game. All clips under the Unknown heading were not in the game. You’ll also find a few error clips, many alternate versions of clips, differing voice actors for characters, references to places and events that never made it to the game, and other interesting plotpoints.
Members of the Star Fox Online forums discovered that a decent portion of the original Dinosaur Planet script is still contained within Star Fox Adventures. A file on the Star Fox Adventures disc called GAMETEXT.bin contains text used in the entire game, both for the Nintendo 64 version of Dinosaur Planet and the GameCube version of Star Fox Adventures. Though not entirely complete, many scenes from Dinosaur Planet’s storyline remain intact.
[…]
It would eventually be revealed that by joining all Krazoa Spirits together at the Krazoa Shrine (originally called “Warlock Mountain” in Dinosaur Planet) they would form the ultimate weapon in the galaxy. Not enough of the Dinosaur Planet script remains to describe what happens after that.
You can find the GAMETEXT.bin to download at the Krystal Archive! Sadly there are numerous examples of text not listed in the file. While the amount listed is considerable, Mr Krystal noticed that only one version of each existed: a given phrase would only be from one game or the other, not both, but which game it referred to would switch from line to line. Large sections, and whole plotpoints appeared to be missing.
Chameleon Twist is a platformer developed by Japan System Supply and published for the Nintendo 64 in 1997 by Sunsoft. In these screenshots below we can see an early Tech Demo / Target Render, from the early days of the project. The graphic was much more definited than the final version, while the scenario was empty and created just to show the “feel” of the game.
Thanks to Celine and Gilgalegrouik for the contribution!
Sandman was the name of a tech demo for a new car-combat game that was in development at Beyond Games, but later cancelled. This project could have been related to Redline 2 Arena or Motor Mayhem.
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