Terranigma, AKA Tenchi Sōzō in Japan, is an action RPG developed by Quintet and published by Enix / Nintendo for the Super Nintendo in 1995 / 1996. Unfortunately, the game was never released in the US, but managed to attain cult status in Japan and Europe, regarded by some RPG fans as one of the best role playing games on the system. Before the game was released, gaming magazines published some beta screenshots, in which we can see some interesting differences:
It was possible to climb towers using claws / bare hands, instead than chains (it’s possible to climb some walls with claws in the final game, but only much later in the game)
There was some sort of green plant around the HUD
Different rooms layouts
In the first tower, the second floor looked like the third floor from the final game
A video from the same beta version was also published in “brute press” (?) VHS Vol.24 July 1995 (【非売品】ブルートプレス Vol.24 1995年7月号). If you notice more differences, let us know in the comments below!
Most in the gaming enthusiast community know of Star Fox; a fan favourite among the Nintendo faithful and other gamers alike. What many do not know is what lead to the circumstances of its creation, and how it all started with an independent British games developer called Argonaut Games. Argonaut was founded in 1982 by a sixteen year old Jez San. This young developer had gained a keen interest in computing at an early age and had taught himself the Assembly language by the age of thirteen. He started developing his first game, Skyline Attack for the Commodore 64 in 1984 and he also became a Wizard (Admin) for Essex MUD, which is reported to be the world’s first MMO.
In 1986, the company finally started to become profitable and gained the ability to hire other staff in 1986, following the release of Starglider; a title recognised as one of the earliest break-out 3D games.
Argonaut Games managed to successfully design 3D models for the NES and the Gameboy, becoming the first developers to do so. This feat attracted the attention of Nintendo, who then signed a deal with Argonaut Games to acquire their services. What they had done to pique the interest of Nintendo, Jez said “They had the Nintendo logo drop down from the top of the screen, and when it hit the middle the boot loader would check to see if it was in the right place.” Nintendo had engineered their games in such a way that they would only boot if “Nintendo” dropped down to the correct place on the screen. Argonaut had modified this so that they could drop down any word, but with a resistor and a capacitor installed. This meant that Argonaut could make the game think that it had read the text and successfully boot, essentially circumventing Nintendo’s copyright protection.
It is at this point that NesGlider comes in. Jez and Argonaut games had a working prototype of the game running on the NES console. NesGlider was merely a placeholder name and it came about due to the fact the game was similar to their StarGlider game and was being developed for the NES console. Argonaut Games also developed a prototype of the game for the new Nintendo hardware the SNES.
The game did really look quite rough as can be seen in the gameplay demo that can be seen online (and leaked thanks to Hidden Palace, here’s a backup copy), it seemed very slow and the graphics were shaky. This was because the SNES console was not primarily built with 3D games in mind. NesGlider on the SNES looked like it was not as good as the previous StarGlider game which used quick movements and looked a lot smoother. This is why Jez told Nintendo “This is as good as it’s going to get unless they let us design some hardware to make the SNES better at 3D.”
Nintendo whole-heartedly agreed with Jez and invested one million pounds for the new hardware to be developed. It was called the Super FX chip which was comically codenamed “MARIO” (Mathematical, Argonaut, Rotation & Input/Output) the chip would render 3D polygons that would assist the SNES in rendering 2D effects. The chip would actually be placed on the games cartridge and this allowed the SNES to finally utilize 3D graphics that may look archaic by today’s standards but were groundbreaking for a console at this time.
Argonaut then gave the prototype NesGlider to Nintendo to allow them to work on it, this was a completely collaborative effort as developers from both companies worked on the game. Shigeru Miyamoto from Nintendo was made the producer for the game and he picked his own developers, artists and other people from Nintendo so that NesGlider could become a more “Nintendo” type game.
This is where the prototype did a complete “Barrel Roll”, Miyamoto wanted to give NesGlider a more arcadey feel and wanted there to be more action. This is where the collaboration came in and Argonaut games gave Nintendo the idea that the player would be in a spaceship and fly to other planets instead of the way that the prototype played, which in gameplay seemed to be on Earth fighting tanks and walkers. Miyamoto also did not want the game to be considered boring and so decided that all the main characters would be animals and the reason that he chose a fox was that it was a prominent feature at a nearby shrine.
NesGlider is not a cancelled game but is purely a super early prototype for the highly regarded StarFox. If it was not for Argonaut Games and Jez San this hugely popular franchise would have not come into existence. This kind of collaboration between Nintendo and Argonaut was the main reason for the success this title deserved and with a bit of give and take between developers and publishers amazing games can be created.
Argonaut did also go on to start development on StarFox 2 for the SNES, this was ultimately cancelled though due to the imminent release of the N64. Unfortunately in October 2004 Argonaut had to lay off 100 employees and was put up for sale, this was reported to be because of a lack of deals with publishers which had led to cash flow problems. Then in 2005 the company was put into liquidation and finally dissolved in 2006.
In the screenshot the earth gargoyle has a slightly different sprite. The color is a bit darker but it could be because of the magazine. The enemies in the first beta level were different as seen in this preview video of a sample Demon’s Crest demo for retailers.
There were two Demon’s Crest prototype sample cards on eBay and one japanese beta version was leaked some time ago, you can find the download in this nice anonymous Tumblr, thanks to Casey for the share! This ROM dump of the Japanese sample / beta game looks more like the final game compared to the video, but maybe with the help of our friends at TCRF it would be possible to find some interesting unused stuff hidden in the beta code.
In this beta you start the game with all 5 talismans and four of the crests. This is different compared to the final version. The game stops after the second battle with Arma in stage four and you are greeted with this screen.
Armageddon Potato noted:
After doing some comparisons there is a large chunk of blank data in the retail rom at the very begining (which was also dumped by a SUPERUFO apparently as it’s tagged in the header.) After that the prototype is indentical the final minus the size differences. I wouldn’t expect any changes in the prototype then. […]
I landed up getting a cleaner rom rip. One without the SUPERUFO header which may have been causing the blank space problem(since that makes no sense!) It does appear to have some differences, although they may be possibly minor. Once I get some solid free time I’m going to have to play though both the retail game, and the prototype. I need to know exactly where the game lock you from the later levels in the prototype, and possibly pictures/screenshots of where this happens.
If you notice more beta differences from Demon’s Crest, let us know in the comments below!
Thanks to Casey Strange and MicroChirp for the contributions!
Pinkie is a 2D platform game developed by Data Design Systems and published for Amiga in 1995. It seems that a port of this game was in development for the Super Nintendo but never completed for various reasons. Thanks to an anonymous contributor a playable version of Pinkie SNES was leaked and can now be preserved.
This is a developer build and has various debugging features turned on, such as the controller Select button will allow you teleport the character anywhere in a level and the map screen automatically unlocks the next level without you needing to complete the previous level. There’s lots of other bits in there as well – along with various parts that are completely broken such as the level exit effect which will cause the game to lose frames and never properly recover.
It works on the current batch of SNES emulators if you want to take a look.
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