SNES + Super Famicom

Super Punch-Out!! [SNES – Beta]

Super Punch-Out!! was released in North America on 1994, in Europe in 1995 and finally in Japan as part of the Nintendo Power flash RAM cartridge series in March 1998. Super Punch-Out!! is the fourth game in the Punch-Out!! series and Nintendo IRD was developing this game simultaneously with Zoda’s Revenge: StarTropics II. The game is based on Takeda’s original arcade versions of Punch-Out!! and Super Punch-Out!!. Before the game was finished and released, some screenshots of the beta seen in gaming magazines showed the protagonist of the game with a different look compared to his final version seen today. [Infos from Wikipedia]

Thanks to Celine for the scans!

Beta version:


Final version:





Final Fantasy VI (6) [SNES – Beta & Unused Stuff]

Thanks to the Caves Of Narshe website we found out that in the code of Final Fantasy 6 is possible to find an unused enemy, called “Czar Dragon”. An unused dialogue related to this monster is hidden too:

“Mwa, ha, ha…. Humans and their desires! I’m free at last! I bring you destruction… I bring you terror… I am Czar! Prepare yourselves!”

Also as Dragonsbrethren and Deathlike2 from the Slick Productions Forum has noted, some beta screenshots shown that Biggs and Wedge were named Leo and Banon, and Maduin was frozen in ice instead of Tritoch. The pictures also show that the fight/attack command was available when the M-tek status is applied. There may not have been a Magitek status at this point in development, the armor could have just been for show, or it could be what’s giving them those high HP totals.



Zombies Ate My Neighbors / Monsters [SNES / Genesis – Beta]

“Zombies Ate My Neighbors” is a 1993 run and gun ‘horror’ video game for the Sega Mega Drive/Sega Genesis and Super NES platforms. This video game was originally developed, distributed and produced by LucasArts as a comical tribute to both classic and schlocky horror films of the 1950s through the 1980s.  [Infos from Wikipedia]

It seems that a beta version (titled Monsters) was leaked somehow online and through a password (BCDF) you are able to play a  bonus level that was later removed from the final game (the BCDF bonus level in the released game is different from this one). Thanks to a video from WillowAlchemist Youtube Channel we can see this beta area. Another beta level (he Son of Dr Tongue Bonus Level) was found by Superfun64: it has no monsters, is smaller, and has different music.



Mega Man X-3 [SNES – Unused Stuff]

Mega Man X3 was released in 1995 by Capcom. It was the third game in the Mega Man X sub-franchise and the last to appear on the Super Nintendo. GoldS has found some unused objects and behaviors that were still hidden in the game code, and you can see them in the following videos. Props to him!

Ian has made us to notice that:

Video 1:

  • The Ganseki may have orinnaly droped spiked balls on Zero in the intro stage, In the final the spiked balls just drop from the ceiling.
  • The Wild Tanks may have orginaly been completly submereged underground as to surprise the player but, in the final the “arm” is left out as to give the player an advantage.
  • Looking at the bottom entering door in Hornet’s stage may have been a test for doors that enter from another side that the right, Like in Mega Man 1 witch had doors that oped from the top and bottom of the screen.
  • The Ride Armor Boss may have been a test for a possible fight with Vile’s Ride Armor on Auto-Piolt or somthing, It may have been a fortress level boss as when defeated X does his victroy pose and warps out(Like finishing a end level boss), In the final Vile is in his Ride Armor before it’s destroed.

Video 2:

  • The Harmfull Carry Arm may have been a trap confusing players into
    taking damages, or the orignals may have had a timer so that if the player took too long they would begin to take damage.
  • For the Upside down enimies they may have been a time when these enemy types would cling to a ceiling to attack and or surprise them.

Thanks to Bowsersenemy and xMrNx we can see some unused Zero sprites and a strange W Meter bar that are still hidden in the game code. It seems that the unused W meter could be found in the memory of MMX 1 and 2 as well.