Sega

Golden Sun [GBA – Beta / Unused Weapon / Debug]

Golden Sun is the first installment of a series of RPG games developed by Camelot Software Planning and published by Nintendo. It was released in November 2001 for the GBA, with a sequel, Golden Sun: The Lost Age, in 2003.

Golden Sun underwent a development cycle of between twelve and eighteen months by Camelot, which is considered quite a long period of time for the development of a handheld video game, and was described as a “testament” to the positive results a long development cycle can bring to a game. It was shown in early, playable form at the Nintendo Spaceworld Expo in Japan on August 2000. North American previewers received the game a few weeks before the release, and IGN noted that the experience of developing Shining Force for Sega helped Camelot develop a gripping RPG for the handheld.

Originally, Camelot planned to create a single title instead of a series, and in the extremely early stages of their project they had created a game design document for the one Golden Sun game to be on the Nintendo 64 console. When it became apparent the N64 was on its way out because the Nintendo Gamecube was coming in, Camelot shifted their focus to making a game on the handheld Game Boy Advance. [Info from Wikipedia]

In these old screens we can see a beta version of Golden Sun, with differences in the graphic style, in the characters design and in some weird places. The Kusanagi is a Light Blade that is found in the Debug Menu of the original Golden Sun. This weapon is impossible to access during normal play and can only be seen using a hacking device. Ironically, this weapon’s graphic is officially used in Golden Sun: The Lost Age for the Light Blade artifact Masamune. If it had been in the original game it would have been the most powerful Light Blade surpassing even the Kikuichimonji. You can find more info at The Adepts of Weyard website and at GoldenSun Wikia!

Thanks to Robert Seddon for these links!

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Grandia [Beta – Saturn / Playstation]

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In the archive of Vast Lands of Grandia we can see some screenshots from a beta build of Grandia, which shows some changes from the final version. At this point the story was probably not finished yet, because there were some scenes not present in the released version, like Justin that falls from a rock in the volcano, a tank used against our heroes, Java absent from the cart in the mines and a mysterious rock that resembles a turtle. Other interesting details are the beta battle hud and the unusually high point of view of a city (New Parm?).

For more informations check the VLoG beta page! Huge props to them :)

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Rayman 2: The Great Escape [Beta]

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The_IT_08 has wrote a topic in our forum with some beta-screens and a video from Rayman 2 that shows a series of differences. As he says: “Alright in the first picture  there is a level called The Minhir Hills, it is a beta version of it, and this takes place in the second section of this level I think (because the walking shell’s starting point which is now the doghouse is close to the thorn pit). The differences are that there wasn’t a giant orange mushroom in there and the place where the walking shell comes from was not a doghouse. And there was a purple  

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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Sonic Mars [32X – Concept/Cancelled]

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Sonic Mars was being developed by Sega Technical Institute (STI), a U.S.-based developer that had worked on games such as Sonic 2, Sonic 3 , Sonic Spinball, The Ooze and Comix Zone. In its earliest conception, the game was set to be released on the Sega Genesis and later on the 32X, under the name Sonic Mars (based on the codename for the 32X, Sega Mars). Sonic Mars would also have featured Sally Acorn and the other Freedom Fighters from the Saturday morning animated series, Sonic the Hedgehog. Part of the project staff included Chris Senn, who designed demo animations in order to persuade executives, and Michael Kosaka, who was the staff leader and the game’s producer.