Action Adventure

Zelda: Majora’s Mask [Beta – N64]

The Legend Of Zelda: Majora’s Mask / Gaiden, released for Nintendo 64 as a “sequel” to Ocarina of Time lost some of its original features, including 4 days of the original 7 disappearing from the game, some dungeons, quests and a fishing mini-game (Jabu Jabu fishing) were removed. Yet even so, Majora’s Mask has managed to become one of the best games of the series.

Some more info on the beta development from an interview:

One of the developers for Ocarina of Time, Yoshiaki Koizumi, was not initially involved with the conception of Majora’s Mask, and was working on a different title until he was asked to abandon it. This turn of events resulted in the famous time limit.

Koizumi: That’s what he told us! I remember thinking to myself “That’s not helpful at all!” [Laughs] I’d originally been designing a board game, based around the theme of cops and robbers. I wanted to make it so that you technically had to catch the criminal within a week, but, in reality, you could finish the game in an hour. I figured I’d just throw what I already had into Majora’s Mask.

From Iwata Asks interview for the release of Majora’s Mask 3DS we can read more info on the early differences:

Aonuma: Right. But at first, it was one week.
Iwata: Three days was originally one week?
Aonuma: That’s right. But when you returned to the first day it was like “Do I have to go through an entire week again…”, so we thought three days would be just right.
Iwata: Wait, it got decided just like that? (laughs)
Aonuma: (laughs) In this game the townspeople do different things each day and many different things happen, but when the timespan becomes a week, that’s just too much to remember. You can’t simply remember who’s where doing what on which day.
Iwata: moreover, you probably wouldn’t have been able to make it in a year if you were aiming to make a game filled with so much content for seven days.
Aonuma: right, we never would have been able to do it. We felt it would be best to make it a three-step process, and we compressed all sorts of things we had planned for over a week into three days.

In an interview by Famitsu with Aonuma we can read some more info about the early development of Majora’s Mask:

Because of the tight schedule, the team needed to solve how to deal with the smaller volume. That’s when Yoshiaki Koizumi talked about a popular movie of that time, Run Lola Run, in which a heroine lives the same time periods multiple times. Koizumi suggested using a similar structure for the game. Originally, the cycle was planned to last a full week, but in that way Majora’s Mask couldn’t be finished in a year. The cycle was changed to contain of a start, a middle, and an end as a result.

In the gallery below you can see some beta screenshots released when Majora’s Mask was announced, with some interesting differences: there was an adult Link mask (later changed into Fierce Deity’s Mask), the instruments used by Deku Link, Zora Link and Goron Link were different, in the screenshot with Epona we can see a breakable wall that is not there in the final game, the moon did not have a face yet, some textures were different and we can notice a room full of skeletons that was completely removed.  For more info on the development of Majora’s Mask read this article: Project Zelda 3D – The Development of Zelda 64

Thanks to Nick Bizzozero for the english translation! You can find more info about Zelda: Majora’s Mask in the Zelda Wiki!

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Dracula 3D / Castlevania 64 [N64 – Tech Demo / Beta]

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While in development at Konami Computer Entertainment Kobe (KCEK), Castlevania was originally known as Dracula 3D. United States news media referred to the game by this title as well as Dracula 64. In September of 1997, the game was approximately 10% finished and was 20% complete in February of 1998. In October of 1998 the game was featured at the Tokyo Game Show; several levels were playable and the game was a hit with the crowd. Later that month, it was revealed that KCEK decided to drop two of the planned four characters from the game “in favor of focusing the programming team’s development efforts and moving completion of the game forward”. [info from Wikipedia]

Most of the images preserved in the gallery below are from an early Dracula 3D tech demo, showing the main characters that were planned to be in the game. The graphic of this tech demo is much more detailed and definited than the final version and 2 playable characters were removed.

For more info on the beta: Castlevania 64 Beta Analisys

Most of the features planned for Castlevania 64 were later added to its sequel, Castlevania: Legacy of Darkness, that realizes some of the original game designers’ vision. For example, Cornell was present in early development media and press information for Castlevania 64, but was ultimately removed before the game’s release.

Thanks to Gilgamesh for some of these images!

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Dinosaur Planet [N64 – Cancelled]

Dinosaur Planet was going to be Rare’s swan song on the Nintendo 64. However, the game was finally released in 2002 only on the Gamecube, and the title changed to Star Fox Adventures. According to many, in the porting Rare dropped some of the most interesting features, so we may never know if the Nintendo 64 version was better. Certainly much has been changed in the porting process: the main character, Saber, became Fox Mc Cloud, Crystal’s role was heavily cut (she should have been a fully playable character), and many scenes from the old Dinosaur Planet build are missing. Even more interesting are the pre-production artworks, which shown a more adult version of the characters, maybe because Saber was required to grow up during the adventure, or because there was a time traveling device like in Ocarina of Time.

For more info, check the Starfox Adventure GameCube Beta page too.

[English Translation by yota]

Thanks to Karrunaniara and Ducky Wensel for the contributions! Huge props to IOnEIFalcon for sharing more than an hour of gameplay from Dinosaur Planet’s E3 1999 / 2000 (?) demo!

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Mystical Ninja Goemon 64 [Beta / Tech Demo]

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Mystical Ninja Starring Goemon was initially titled Ganbare Goemon 5, then Legend of the Mystical Ninja. The Japanese producers desired to break the series’s numerical naming convention to emphasize that Mystical Ninja was very different from its predecessors. Originally developed with a two-player mode, this feature was scrapped months before the Japanese release. Early development pictures showed Impact battling in a modern city against an handgun-wielding foe. Images depicted the battle against the Wartime Kabuki Robot Kashiwagi taking place over a forest and village. Konami also released several renders of Goemon making different poses and facial expressions for magazine previews. A 60-70% complete build of the game was featured at E3 in June 1997; this version still suffered from graphical clipping and camera issues. – [Info from Wikipedia]

Update! A Goemon 64 prototype could be leaked soon, but we need your help. If you love Goemon, read this article for more info!

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/] Goemon 64 – oltre a Castlevania e Hybrid Heaven, uno dei primissimi giochi annunciati dalla Konami per l’Ultra, fu questo Ganbare Goemon 64, seguito dei titoli omonimi per Super Nintendo. La software house japponese cercò si seguire le impronte di Mario 64, trasformando questa saga di platform bidimensionali in un vero e proprio adventure 3D, perdendo però molti degli elementi che distinguevano il gioco, come la modalità cooperativa a due giocatori. Le prime foto del gioco mostravano una grafica molto più definita della versione finale. L’hub su schermo era differente, il numero di vite erano segnalate con una faccia del personaggio in alto a destra. [/spoiler]

[Thanks a lot to Gilgalegrouik for some of these images!]

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Jet Force Gemini [N64 – Beta / Unused Stuff / Debug]

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Jet Force Gemini is a sci-fi action adventure / third-person shooter developed by Rare that was released in 1999 for the Nintendo 64.  The main characters, Juno and Vela, were originally designed as younger in the beta version and their 3D models were more cartoon-like with large heads. They were later changed to their more mature versions before the release of the game. However, a similar set of childish models can still be played with via an in-game cheat.

Jet Force Gemini does not support the 4MB Expansion Pak, although Rare had considered the possibility. This led to some confusion as the box cover for the original release stated that it did support the Expansion Pak. Nintendo provided a quick-fix to the mislabeled covers by providing stickers declaring its rumble pak compatibility and fixed later printings of the boxes. [Info from Wikipedia]

Also, some debug rooms and beta maps were found still hidden in the game thanks to ps3punk7890, Luigi 316 and SubDrag. An interesting note, one of these unused maps is a racing track from Diddy Kong Racing: it’s possible that they used this to test the racing missions in Jet Force Gemini in its early stages.

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Jet Force Gemini Beta