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The Secret of Monkey Island [PC – Beta]

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In the website of ATMachine we can read an interesting series of articles about the old Lucas Arts adventures and between them, we can even find a wonderfull page with informations and screens for the beta version of Monkey Island! Various differences like removed puzzles, changes in the text and missing dog closeup are show in those screens.

Robert Seddon has linked us to an interesting article at Grumpy Gamer, in which Ron Gilbert has posted some reminiscences about developing the game:

My brain is filled with a lot of old adventure game puzzles, most of which never made it into a game. DeathSpank actually has a couple of puzzles ideas that we talked about for the original Monkey Island.

Originally, I wanted the Grog Machine to be a Coke Machine, baring that, I wanted it to look like a Coke machine. It originally had the “Coke Wave” on it, but said “Grog”. The Lucasfilm legal team came back and said it was too close to the real trademarked Coke Wave.

The key to the Monkey Head used to be called a Q-Tip(tm), but in my second legal lesson of the project it was changed.

Elaine Marley was just called “The Governor” until the scene in the church was written.  Dave Grossman wrote that scene and put in the gag dialog choice where Guybrush shouts “Elaine!”, which is from the movie “The Graduate”.  I liked that, so it became her name.  In the original design, Elaine was a more ruthless Governor, but she softened up and became a true love interested as the project processed.

There was supposed to be ship combat during your voyage to Monkey Island. It would have been done top-down view with you controlling the ship and firing a cannon. It was right to cut that. Never be afraid to cut.

Also, according to Kotaku, the dog will be in the Monkey Island remake that is going to be released for PC and Xbox 360 Live Arcade.

Spiffy, the dog at the Scumm Bar, showed up on the back of the original box, but had to be cut from the actual game due to space. Now he’s back, though mostly as decoration.

In november 2009, an article on the Workshop blog revealed some unused dialogues that are still hidden in the game’s code:

One thing I quickly noticed was that Ron and Tim had left a lot of notes in the code, explaining why things were the way they were, or putting a date when a certain bug was fixed. This was fascinating to see and read. The other thing I noticed is that when they made some changes, they left the original versions of the code in there, but commented out, so that it wouldn’t be used.

Thanks to Robert Seddon for the contribution!

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Darknet [Saturn, Playstation, PC – Cancelled]

Darknet (sometimes written Dark Net) was given a tiny preview in the August 1995 issue of Sega Power, in “Video Games The Ultimate Gaming Magazine” (Issue 90 July 1996) and in EGM 83, and aside from a small screenshot and some concept art, very little is said about the game. From the lone screenshot, it seems to be an isometric adventure game, similar to Diablo, but with a fairly unique plot, with four students being sucked into the internet itself and fighting against the titular Darknet. The game was developed by American Softworks for PC, Playstation and Saturn, scheduled for ‘some yet-to-be-decided date’ and never released.

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Rayman [Beta – Jaguar, Playstation,Saturn]

Rayman is a video game designed and published by Ubisoft. It was originally released in September 1995 for the Atari Jaguar and MS-DOS, and in November 1995 for the Sony PlayStation and Sega Saturn. A port of this game was to be released for the Sega 32X, but when the system died off due to low popularity, the port was canceled. Rayman is a traditional side-scrolling platform game which revolves around the titular character’s quest to save his world from the evil Mr. Dark.

Early in its development, Rayman was going to be about an eleven-year-old boy named Jimmy. Jimmy takes advantage of the realms that he discovers within his computer to create a fantasy world called Hereitscool. When evil invades Hereitscool, Jimmy turns into a superhero named Rayman to save Hereitscool. This idea was scrapped, and Rayman is his own being in his own world in the final version. There were a few comments in the story, such as “Sorry folks, this apparently can’t last. Do you want to play or what?”, but they were cut for the final version.

[Info from Wikipedia]

In these old screens from the back of the box from the Jaguar version, we can see some beta-differences.

beta rayman video:  there is no sound and also the life icons are different. The life is in the top middle along with 8 life dots and instead of the orbs count you have a blue guys count but in the final version life count is in top left at the edge of the screen and the blue orbs in the top right rayman can also walk on his hands in this video (not sure about the final version).

Thanks to The_IT_08, Wilco and kieranmay for the contributions!

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Ultima Worlds Online: Origin [PC – Cancelled]

Ultima Worlds Online: Origin – originally titled Ultima Online 2 – was to be the first sequel to the popular 1997 Massively Multiplayer Online Role-Playing Game Ultima Online. Origin Systems revealed that they were developing Ultima Online 2 in September 1999 for release within a year or two, but development was cancelled in March 2001.

The game was to be set in Sosaria but in an alternate timeline where a cataclysm has collided the past, present and future of Sosaria into a single world, thus bringing Industrial Revolution and steampunk elements to the medieval fantasy world. Players would be able to choose from three playable races. Ultima Online 2, billed as a “2nd generation MMORPG”, was to improve upon Ultima Online and previous MMORPGs. The most noticeable advancement was the competitive 3D engine that replaced Ultima Online’s aging isometric view. The design also changed several aspects that players voiced dislike for in the first one. In Ultima Online 2, player vs. player combat was to be disabled by default (except in special areas, such as arenas). The title also would have emphasized grouping, including groups of 20-30 players, and reduced the ability of single players to become all-around grand-masters (i.e., prevent the notorious “tank-mage” characters that appeared in Ultima Online).

In March 2001, Electronic Arts, the parent company of Origin, announced that development on Ultima Worlds Online: Origin would cease in order to provide additional support for Ultima Online. Shortly after, EA announced it had laid off 200 employees including some at Origin Systems. EA feared that it would compete for subscribers with Ultima Online, which was still profitable and not showing signs of slowing down. About one-third of the team that worked on Ultima Online 2 joined Destination Games to work on Richard Garriott‘s MMORPG, Tabula Rasa.

Just a few years later, history repeated itself when EA cancelled Ultima X: Odyssey in 2004.

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