SNES + Super Famicom

Mission Impossible [SNES MD GEN – Cancelled]

Before being released on the Nintendo 64, Mission Impossible was in development for the Super Nintendo and Mega Drive / Genesis, but soon the 16 bit versions were cancelled, to shift resources to the Ultra 64 one. The game was going to be similar to Flashback by  Delphine Software, as a side-scrolling action game with puzzles and gun fights. Currently we dont know which studio was working on Mission Impossible 16 Bit, but it should have been published by Ocean, as the N64 version.

If you have more info or screens about this lost game, please let us know!

Thanks to Robert Seddon and Celine for the scans! (Magazines: Joypad #44, Top Consoles #4, Console Plus #45)

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Super Mario Kart [Beta – SNES]

At the Digital Press Forum, van_halen has posted some photos from a prototype version of Super Mario Kart, a “beta” with some interesting differences, like early version of some of the sprites, different layout and music in some levels, different title screen, select screen and “choose-your-driver” screen, missing “black X” from the Lakitu’s flag (when you drive in the opposite direction), a flying Super Koopa and missing reward cups in the ending scene. Check the original topic for more infos. Huge props to van_halen for sharing these images!

In an old magazine, MathUser has even found a couple of screens that show a different design for one of the tracks, maybe an early version of the Mushroom Cup Round 2, as Madou has wrote in the HPZ Forum

In an episode of Iwata Asks, we can read that:

Konno: Originally, the development of Super Mario Kart began with the idea of creating a two-player racing game in contrast to the single-person gameplay of F-Zero.

Miyamoto: Just so there’s no confusion, however, I should point out that we didn’t set out to create a two-player version of F-Zero. We set out to make a game where we could display the game screen for two players at the same time.

Konno: With more than one player, it would have been impossible to illustrate the high speeds of F-Zero.

Iwata: Why did you decide on using Mario?

Konno: Well, in the very first prototype, there was a guy in overalls sitting in the kart.

Iwata: Wait just a minute! I can’t let that slip by. Did you just say a guy in overalls?

Konno: Sounds like Mario, doesn’t it? It wasn’t like I forgot to put Mario’s beard on him or something, though… (laughs)

Miyamoto: For F-Zero the characters were seven heads tall, but for Super Mario Kart, we decided on three heads tall characters in order to suit the design of the karts.

Iwata: How long was it before Mario himself actually appeared in the karts?

Konno: It was about three to four months after we started development, when we had created a prototype involving two karts racing simultaneously.

Miyamoto: At first, no racing was involved. It was just two karts moving around freely. Then we noticed that it looked neat if you stopped one car and looked at the other car flying by. We decided to see what it would look like with Mario in one of the karts, and everyone thought that looked even better. Who knows, maybe the designer who drew the overalls on the earlier guy intended that it be changed to Mario all along! (laughs)

Konno: Back then, instead of a banana peel as an item, there were little oil cans. If you threw one out, the oil would spill, sending the karts spinning.

Iwata: How did you come to make the race and battle modes?

Konno: We had decided from the start that there would be races, but we thought that it would be good if the game served as a communication tool in which one-on-one battles were possible via some other kind of gameplay rather than simply competing for rank, and someone had the idea of popping each other’s balloons.

Thanks to Youloute for the contribution!

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Donkey Kong Country [SNES – Beta / Concept / Unused Stuff]

Donkey Kong Country is one of the most famous Rareware games made in Super Nintendo. The technology of Advanced Computer Modeling helped Donkey Kong Country makes a successful fame and great looking graphics.

But not giving much words, the old chimp, Donkey Kong, have been changed during the development. Shigeru Miyamoto first idea was to make Donkey Kong looks like the Donkey Kong Jr., from the NES, the RAREware employers decided to make Donkey Kong looks more strong and looking more “cartoonish” . The Final rendered image have changed, such as, less beefy and with a little less hair. Check the image below:
~You can click the image below to enlarge it~

Also, Robert Seddon has made us notice about a series of Donkey Kong Country unused stuff that some lovely geeks at DKC Atlas have found out in the memory of the game, like unused rooms and sprites. You can read the full topics in here, here and here. Thanks a lot to Robert for these links and  props to the DKC Atlas guys for the finds!

Thanks to Lucas and Gabrielwoj for the contribution!

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In the Video above, it’s possible to notice some differences:

-The Banana Counter was no limit, it would be possible a “collect all bananas” mode that was scrapped?;
-Banana Animations are a Little more faster;
-In Funky Flights, Donkey Kong and Diddy Kong don’t jump too high in Final version;
-At 4:00 , there is a Concept Art with both Kongs using the Team-Up move, these was used later in Donkey Kong Country 2 and Donkey Kong Country 3;
-At 7:35 , when Donkey Kong in running with the Steel Keg, the checkpoint doesn’t activate. It was fixed in Final Version;
-At 8:07 , when the player gets s Life (Balloon), the sound effect is really different than the final version;
-At 9:00 , it’s possible to see a Debug Coding at the corner of the screen;
-At 12:03 , the First Level is Raining. Even if the player (in final version), does reach at the end and go back, this doesn’t happens;
-Some of the animations are a little more slow, and some others are too fast.

 

Earthworm Jim [SNES/MD – Beta / Concept]

cd_jim

Although it seems to start out as something completely different, this is a promotional video for Earthworm Jim, mostly focusing on the Mega Drive version. As well as some insight into the design process of the game, it shows a lot of footage from an earlier version of the game. Unfortunately, the way the video has been edited together means that picking apart all the differences between the early version shown and the final game is very difficult, but some parts are clearer than others.

Some of the highlights include:

  • 1:13 – Completely scrapped level, with a suitless Jim wandering around on spikey platforms.
  • 3:40 – Concept art, including a scrapped Psycrow encounter
  • 5:05 – 5:30 – Shows a slightly different HUD (different Atom icon), different opening segment from New Junk City, and different looking segment from  What the Heck level
  • 6:09 – 6:30 – Glitchy segment of Who Turned Out the Lights (you can see a giant 10 for some reason) and another completely scrapped level- first shown with Jim alone, then with him fighting Psycrow

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From some beta screenshots that were published in Nintendo Power, we can notice various differences. On the new junk city images the background art design looks different and there’s also a moose head in everyone of them, but those are normally only used to swing from. The wheel monster has a completely different design in the final game. On the screenshots for What The Heck the design looks different and the backgrounds are different in at least one of the screenshots. On the screenshot of For Petes Sake everything about that level is different in the final game: the asteroids, the background, and the ground. Jim’s models also seems to be different maybe even better looking than in the final game. Also, in the last screenshot we can notice a weird looking enemy to the left of Jim which isn’t in the final game.

Also, thanks to Rocketworm.com we can see many concept arts from the development of the game, showing an early design for Intestinal Distress (the falling columns of fat aren’t in the final game, and the idea for the villi was later used in Earthworm Jim 2), early concept art for Buttville and New Junk City (with some gameplay ideas that would’ve probaly been impossible to pull of on a 16 bit console), a concept of a level based off of Bob the Goldfishes world which didn’t make it into the final game and various character designs.

Thanks to Earthwormjim, Lemm and retroguy205 for the contribution!

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Corn Buster [SNES – Cancelled]

Corn Buster is an unreleased Super Nintendo game developed by Engine Software. The game is the story of a dragon named Globey, who sets out to defeat the person who’s stolen all the cornflakes in the world. The gameplay is an interesting mix of an Arkanoid-Style ball-and-paddle game and a vertical scrolling shooter. The game quietly began development around 1994, and was canceled soon after interest in the Super Nintendo waned in light of the release of Sony’s Playstation. Some time ago, Engine Software released a ROM of the game for free download on their website. The download page has since been removed, but the ROM is still easily obtainable. The game was 70-80% completed before it was canceled.

Thanks a lot to Marshall Leslie for all these information and screens! If you are a collector, you can buy an official cart of Corn Buster for SNES thanks to Piko Interactive.

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