Sonic Colors or Sonic Colours is a platform game developed by Sonic Team for the Wii. Tehe video below is from the e3 demo of Sonic Colours, there are some minor differences between this and the final.
-The music has much more bass than in the final. -The announcer shouted “POWER UP” whenever a wisp was collected. -The announcer shouts “SPIN” when the yellow wisp is used, while in the final he shouts “DRILL”. -Music doesn’t change when using the green wisp (the laser wisp). -Some of rings and wisp power-ups are in different locations than in the final. -The announcer’s “good, great, awesome, outstanding, amazing!” is different in this version. It was re-recorded for the final.
Cave story (Doukutsu Monogatari in Japan) is a freeware platform / adventure indie-game released in 2004 for PC and a WiiWare port by Nicalis in 2010. It was designed and programmed over 5 years by Daisuke Amaya, art-name Pixel, in his free time. A classic by almost every sense of the word. I say almost, because despite it’s pixelated graphics, Cave Story is actualy a modern game, with a deliberate old school feel. However, as with most good games, trial and error are required, and in the end, some things are left out. Cave Story is no different. At one point, the main character, Quote, was Curly Brace. That name later moved to a girl. Sue didn’t always look like she does, several areas just didn’t make the cut, and some tiles just weren’t used in the final game. There’s plenty to see in the images below.
Metroid: Other M is an action-adventure developed by a team consisting of staff members from Nintendo, Team Ninja, and D-Rockets. Metroid Other M did something that no Metroid game before it even attempted. It gave samus a human side. Known as being the cold bounty hunter, Samus was given a softer yet unrefined image. Other aspects of the game rocked the boat to a degree, but overall, it still has that metroid gameplay that true fans of the series have come to love.
Production had a really large scale, with over 300 storyboards which took six months to be completed, and ten teams being employed to develop cutscenes. To make a game though, you have to decide what to put in, and what to leave out. Thanks to the unlockable art gallery, we can see some of what was left out of the game, over it’s 3 year development period.
Thanks goes to Proto1 for pointing out these differences and to Metroid Database for sharing the artworks!
In the beta gallery below you can see:
Samus’ beauty mark was not part of her conceptual design, likely added towards end of development.
Unused GFtrooper armor.
A conceptual, streamlined powersuit. Not in game.
A shot of an unused Lyle character model that depicts him unarmored (no helmet, w/undershirt). Not in the game at all.
Alternate, unused designs of MBs hair piece.
Concept art depicts Waver once had the ability to infect other enemies. Further, art shows them recoiling off of walls. Not in game.
Grippers might have at one point been able to fly.
An unused baby Dragotix.
Alternate design for Biosphere terminal.
Unused Ian and Samus photographs
Teenage Samus w/different hairstyle.
Unused Samus civilian clothes, purple shirt.
Unused Phantoon design
Also, FacePunch are currently hacking apart Other M, and have found some interesting unused assets:
Unused Power Suit, likely beta. It’s missing several creases along the shoulder pads, arms, legs and has a different colored arm canon.
Here’s a list of several unused character models that have yet to be ripped:
249-zss body HQ
250-young samus (from prerendered cutscenes)
251-adam in uniform (from prerendered cutscenes)
252-255 hq samus powersuit
Another member found test rooms and unused clothing:
“There are some development left over files for sure. So far i found the old suit model i posted earlier, a few characters/outfits which are only appearing in pre-rendered sequences and some test rooms from a very early stage of development.”
Contra Rebirth, a run ‘n’ gun downloadable game from Nintendo’s Wiiware service, released in Europe on September 9th of ’09, and America only 3 short days later, with one big difference. The European version has a code to access the games debug mode, allowing you to modify what weapons you have, give you invincibility, and access the game’s only remaining test level, which oddly enough, strongly resembles a level from Super Mario Bros. Unfortunatley, in just those short 3 days before the US version’s release, the debug mode was removed from the US version, while the European version kept it. Also odd, is that the Japanese version released first (05/12/09) and yet the European version is the only one to have the debug mode.
Super Mario Galaxy 2 is a platform developed by Nintendo EAD and released for the Wii in 2010. As we can read on Wikipedia, shortly after the first Super Mario Galaxy was completed, Shigeru Miyamoto approached the development team and suggested that a follow-up be produced. The game was originally planned just to do variations on the original game’s planets and call the game “More Super Mario Galaxy”, (it was dubbed “Super Mario Galaxy 1.5” during early development), with a projected development time of approximately a year.
Over time, more and more new elements and ideas were brought into the game, and it was decided that the game would be a fleshed-out sequel rather than a slightly modified follow-up. Thus, development took two and a half years. Super Mario Galaxy 2 was first shown at E3 2009, with a beta version that was similar to the final one, but still had some interesting differences, as noted by users at the Super Mario Wiki:
In the debut trailer from E3 2009, there were several changes before the game’s release date.
A planet shaped like Mario’s head could be seen. This planet is an early version of the Starship Mario.
In Cosmic Cove Galaxy, the switch which freezes the water into ice is placed on a wooden buoy-thing, similar to the place where Penguru is standing. In the final version, the switch is found on a tower.
The starting planet in Boo Moon Galaxy originally was going to have a different type of terrain and coloration that did not resemble the interior of a haunted mansion.
A giant Silver Chomp seemed to appear as a boss, possibly in the beta Battle Belt Galaxy.
Comet Medals were designed differently, as the comet’s star had no eyes.
Mario is seen sliding on a stone planet similar to Tall Trunk Galaxy’s Trunk Slide Planet is present. This game doesn’t exist in the final version.
On the E3 trailer, Sky Station Galaxy’s Soundtrack had an extra part (that sounded like a part from Gusty Garden Galaxy) that didn’t make it to the final.
In a beta version of the Flower Planet in the Supermassive Galaxy it was shown that Goombas appeared. In the final version, they don’t appear. Plus there were different flowers when Mario walks on the planet and the planet was made of dirt instead of grass.
Blue Grass Galaxy is a name for a possible scrapped beta development level of Super Mario Galaxy 2. Proof of this galaxy may exist in the E3 2009 Announcement Trailer of Super Mario Galaxy 2. A screenshot showing an unknown platform with Mario jumping on three Twirlips in a row also shows a planet in which resembles none of any of the planets and galaxies in the final release of Galaxy 2.
There are two songs that did not make it into the game. Galaxy song 19 and “SMG2_galaxy08_strm” Galaxy song 19 is rumored to be the main theme for Blue Grass Galaxy. SMG2_galaxy08_strm was scrapped but did not become orchestrated.
Finally, although they are not found in the final game, Ice Mario and Flying Mario from the prequel can be playable via hacking. Despite the fact that they were apparently decided to be scrapped early, updated versions of their themes were found as well. Some test levels and models have been found hidden in the code of the final game, but you can’t get to them, since they lack a “UseResource.arc” the game will crash when loading them.
Also, Super Mario Galaxy 2 Could have featured Donkey Kong and Pikmin Cameos, but they were never implemented:
“One of the early proposals that we discussed for Super Mario Galaxy 2 was the possibility of including characters from other [Nintendo] franchises,” Hayashida explained through his translator. “For example, you might have Donkey Kong or Pikmin show up.”
“We presented this to Mr. Miyamoto, but he came down pretty hard, saying that there has to be a functional reason to include characters of a certain type in a game. He went to specify precisely why the Pikmin wouldn’t work.”
Some more info about the unused stuff found in Super Mario Galaxy 2, can be read at the Cutting Room Floor!
Thanks to Ismaw34 and Goomther for the contributions!