Sony

Spyro The Dragon [PSX – Beta]

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In the screen below we can see a beta version of Spyro The Dragon: the statue has another appearance in the final game and is not made of gold. The red gem inside the “return home portal” is not in there anymore. In the final game when the player touches a dragon statue, the dragon that is captured inside there will come out: the first dragon that Spyro rescues was called Silvus in the beta.

Also, Dirty Harry found some more differences in this beta demo:

  • Alternate music before rescuing Nestor.
  • Vortex looked more like the Dragon Pads.
  • Alternate dialogue from rescued dragons. Completely different voice from Nestor.
  • 1-ups are gold instead of silver.

Spyro was originally going to be a “traditional” green dragon but the developers chosed purple instead because it was more original. In the artworks, we can even see some different character designs for Spyro.

Thanks a lot to Lord Deathsaur, Dudaw and Dirty Harry for the contributions!

Images:

June 1998 Beta:

June 1998 Beta:

July 1998 Beta:

Change Log:

Gh0stBlade – Added June 1998 vids recorded by LXShadow/July 1998 beta video! 08/12/14 

Time Splitters 2 [XBOX/PS2/GC – Beta]

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TimeSplitters 2 is a first-person shooter available for the PlayStation 2, Xbox, and GameCube. The game was published by Eidos and developed by Free Radical Design, a company founded by some ex-Rare members. In February of 1999, 20 months before the release of Perfect Dark, several members of Rare who had worked on GoldenEye 007, including Steve Ellis, Karl Hilton, Graeme Norgate, and David Doak, left to form their own company called Free Radical Design. After they developed the first TimeSplitters, Free Radical Design began work on TimeSplitters 2, with the goal of creating a more fulfilling story mode alongside the Arcade and MapMaker modes. [Info from Wikipedia] In the beta version of the game, there was a different HUD and different design for some of the weapons. You can see a comparison below:

Thanks to Danny33 for the contributions & to Jay for the english corrections!

Beta Electro Tool:

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Final Electro Tool (beta HUD):

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Beta Laser Gun:

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Final Laser Gun (beta HUD):

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Beta Plasma Autorifle?:

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Final Plasma Autorifle (beta HUD):

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Beta Tactical 12-Gauge:

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Final Tactical 12-Gauge (beta HUD):

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Beta Soviet S47:

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Final Soviet S47 (with beta HUD):

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More beta images: 

Virtual Ocean [PS2/PC – Cancelled]

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Virtual Ocean is a cancelled game from AndNow, the developers team of Ed Annunziata. It was in development for the PC and planned for a Playstation 2 port. In the original press-release for this game we can read: “Leave your human body at the shore when you enter the Virtual Ocean. Mankind is long gone, and the once noisy seas are now alive with the power of whale song. Whales and dolphins have become the new masters of a flooded world, filled with interesting behaviors, artifacts and terrain features to “fly” through and explore. 

Nooks and Crannies [PS2/PC – Cancelled]

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Nooks and Crannies is a cancelled game from AndNow, the developers team of Ed Annunziata. It was in development for the PC and planned for a Playstation 2 port. In the original press-release for this game we can read that: “Nooks & Crannies is the first real game with artificial life characters; little alien Nooks and Crannies. Imagine virtual cock-fighting with your own alien pets. Feed-em, Kill-em, Evolve-em, then send them on one daunting mission after another. Its Creatures meets Command & Conquer in lush 3D alien worlds, seen through a fully controllable camera. You can even  

Warhawk [PS3 – Tech Demo/Beta]

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Warhawk was first announced to the public in May 2005, with a working build shown at E3 in 2006. This version was the first PlayStation 3 title to be shown with the newly announced SIXAXIS motion sensing technology. In February 2007 it was announced that the single player element of the game was to be pulled. This was due to concerns Incognito had over the quality of the single-player campaign, particularly when compared to the multi-player modes. Dylan Jobe, the games director said “if we were to continue down our single-player/multiplayer approach, it would have resulted in not as good single player or not as good multiplayer”. The extra development of the multiplayer mode was used to