Action Adventure

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

 

Project Dream / Banjo Kazooie [N64 – Beta / Proto / Test Level]

Banjo-Kazooie was originally known by the project name Dream for the Super Nintendo Entertainment System. The project starred a boy named Edison, who owned a wooden sword and got into trouble with a group of pirates lead by Captain Blackeye. Dream was also scheduled to include a rabbit that looked like a man, a dopey dog and a bear that became Banjo. A screenshot from the Project Dream phase, shows Edison in a pirate town, but we do not know if it is a concept art or a Nintendo 64 tech demo. Finally, Project Dream was shown at the 1997 E3 as Banjo-Kazooie. [info from wikipedia]

From Grant Kirkhope’s website we can read many interesting facts about Dream’s development and download some unused / beta songs:

I started at Rare in October 1995 and when I got there “Dream” was already going. The core team from “Donkey Kong Country” had given DK to another team to carry on with and was working on this game which was going to be Rare’s greatest SNES title. It was very secret and Tim Stamper was leading the team, nobody outside the team knew anything about it. […]

I was shown the demo of the game running on the SNES and was blown away; it looked beautiful and was obviously going to be a big step up from “Donkey Kong Country”. […]

Pretty soon after I joined the game it was decided that it was too big for the SNES and was converted over to the N64, plus we were going to be using the extra “bulky drive” add on, that Nintendo told us they had in development. […]

The game was a huge RPG, which I loved as I was a huge “Zelda” fan, and I tried to write some really strong themes for all the characters. The demos that I’ve put on the site are all using proper samples as opposed to the N64 versions which were obviously not as good quality due to memory restrictions.[…]

I think the final nail in the coffin for “Dream” came from another one of Rare’s teams. The “Killer Instinct” team had started “Conker” and it looked and played fantastically. In “Dream” we had this elaborate floor system that meant we could stretch the polygons into any shape to create some really great looking landscapes that really hadn’t been tried before, unfortunately the N64 just didn’t have the power to run it at a decent frame rate and we were struggling to make it work. The “Conker” team had gone more the tried and trusted route as used in “Mario 64” and had left us behind. I remember Tim trooping us all across the courtyard to look at “Conker” and our hearts all sank as “Conker” was really good.[…]

So we went back to our barn and tried their method, “Dream” started to run great. Then Tim was unhappy with the whole boy/hero thing and said we should change it to an animal. A bear was our first creature and “Banjo” the bear was born. So now we had “Banjo” running around in an RPG, I really can’t remember when we added the back pack and “Kazooie” but it was around this time. Again Tim still didn’t think it was all good enough and after seeing how good “Mario 64” was and with Rare’s platforming heritage it was decided to scrap “Dream” and do a platformer with ” Banjo” as the main character.[…]

Check our interview with Grant Kirkhope! Also, Coolboyman is helping Grant to restore the beta BK tunes to their former glory. Check the videos below, to find some of these beta songs!

In the gallery below you can see various screens and videos from the beta version of the game, with removed enemies and levels. One of the most famous beta areas is the “Giant’s Lair”, that should have been the world’s HUB before Gruntilda’s Lair. The “Mount Fire Eyes” is instead a beta level, that is talked about in the final game, as an easter egg. You can check the video below created by VIDEOmakerNezuke to read more info on the Banjo beta.

Some more info on Banjo Kazooie Beta listed by Mew Mew:

  • there were originally 16 levels planned for the game
  • some of the cut levels were reused in banjo tooie (as witchy world, glitter gulch mine and mount fire eyes)
  • it seems that mount fire eyes turned into the lava side in hailfire peaks
  • clankers cavern also went through a few changes in its devlopment for example there is a video which shows clanker the whale as a real whale not made of metal with the fungi forest music from donkey kong 64
  • clankers cavern is rumoured to have been a part of fungus forest (similar too donkey kong 64), as the level is very close to the underwater entrance to the click clock woods puzzle podium, which is covered in moss or fungus (this was believed to be where the orginal entrance or puzzle was for fungus forest)
  • This description of the game is still a work in progress, if you would like to write a better article on the development of the game, let us know!

Thanks to Princess Toadstol, Saga Darvulia, cheat-master30 Anon and BM for the contributions!

[Italian] Per maggiori informazioni: Banjo Kazooie – analisi Stop ’n’ Swop

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Below are some beta songs that the composer, Grant Kirk Hope, kindly uploaded.
http://www.grantkirkhope.com/betabanjokazooie.html 

CatRoots [N64 – Proto / Tech Demo]

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Catroots is perhaps one of the most mysterious projects ever created for the N64. The first (and only) video, a tech demo from which the pictures that you see in this page were taken, was shown at the E3 2000, but no informations were released at the time, and even the Nintendo employees at the stand didn’t knew anything about it.

Later, IGN was able to interview Miyamoto about the game. Mario’s creator revealed that Catroots was being developed at Marigul but an official announcement had yet to be made. Marigul (now known as Noise)was a second party created in 1996 to make games for the Nintendo 64 . In all these years, Marigul worked on very interesting projects, including Hey You! Pikachu, Doshin The Giant, Echo Delta (unreleased), Cubivore (Animal Leader) and Custom Robo. With such a curriculum, isn’t hard to image that Catroots was going to be very original, but after E3 the game got quietly cancelled.

From the video it seems that Marigul tried to recreate an episode of Tom & Jerry or Itchy & Scratchy: we see a rat that is trying in every possible way to eliminate a cat using hammers, ninja stars and a flamethrower. We do not know exactly what kind of game Catroots was supposed to be, although we can make some quick hypothesis.The eternal struggle between cats and mice might have led Marigul to develop an action game with strange weapons like Custom Robo, or an innovative simulation (see Cubivore) where the player,impersonating the cat, had to escape from a completely mad mouse.Unfortunately we can only guess. It is likely that Catroots will remain a mystery forever. The game was at end cancelled probably because of the forthcoming release of the Gamecube.

[English translation by Yota]

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Silicon Valley [N64 – Concept / Beta]

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In this video linked to us by Longuist, we can see an old music clip by Mouse on Mars, that uses scenes from what it looks like a beta version of the game. The major differences in this video should be:

  • power gems & flowers look different
  • no hud
  • trees now have a texture?
  • unknow level the video starts with?
  • the “green” levels have now much more steel plates (remember: its a space station) (see level 7 for instance)
  • and… no juggling disco bear ^^

Maybe some of these look different just because of the video montage, but its definitely earlier than the e3 1997 version.

Sven Bergmann, one of the producers of Mouse On Mars Twift video clip, has sent to us an email with some interesting informations about their collaboration with DMA: My friend MARKUS POPP (from “OVAL” music project) and I produced the promo in late summer 1997 in Berlin. Markus and JAN WERNER from “MOUSE ON MARS” are also working together as “MICROSOTRIA”. At some point in early summer 1997 Jan had been in Berlin and asked Markus and me if we would like to produce a video clip for MOUSE ON MARS’ new single “TWIFT”. Well, hell we would like to… and so we somehow agreed on a general plan but had only the idea of using video game footage. Jan liked that idea.

Later that summer Markus and I went to London to visit the ESTS 97 game show to shoot some video interviews with game designers and developers for a German/French TV art special on virtual designs. At that show we met the guys from DMA and interviewed their CEO/game designer/programmer Dave Jones. We also spoke to a very nice DMA PR gentleman, Brian Baglow and he granted us a first look at Silicon Valley, that wasn’t shown on the public floor but in a back room for VIPs only (haha, I guess everybody could sneak in there and glimpse at this game, since DMA took security kind of easy).

The great thing was that Markus managed to convince Brian to send us a beta cartridge to Berlin so that we could capture endless footage to use for the Mouse on Mars promo video (I still don’t know how he did it, truly amazing and very cool of Brian, too). The N64 beta cartridge was twice as large than the regular ones and the ROM and circuit board was sticking out of the gray plastic shell.

I couldn’t believe my eyes when the package first arrived in Berlin. Whoooo.

We then took my German N64 with a US converter game to a video production studio and capture a couple of hours of game footage on Beta SP tape and then imported it into an AVID editing system. I think it took us about three to four days for the whole clip including that half day game recording.

If I remember correctly there was no real shell design within the game but you could select two or three different stages directly. Just booting up the N64 and then go for the selection was the simple thing to do. And then there was the special button combo so you could change the animals moves (like the juggling bear) and also with another combination you could move the camera completely freely within the level.

We had lots of fun and very still amazed that DMA send us a beta cartridge.

After we finished the job, we sent the game back to DMA with a tape of that promo. I don’t know if Mouse on Mars and DMA did a deal so that DMA could use the music for promo and parties, but I assume so.”

Thanks a lot to Sven for these infos! :)

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Freak Boy [N64 – Cancelled]

Officially presented at E3 1996, Freak Boy was certainly one of the most interesting and bizzarre games planned for the Nintendo 64, in development by Zono Incorporated / Burst Studio and to be publishe by Virgin. As a strange protagonist known as “Freak Boy”, players had to save the world Hedron from a horde of strange aliens in what at first glance seemed like a three-dimensional action/adventure with an abstract graphic style. The protagonist was able to interact with the environment in order to modify parts of its body (head, chest and feets) and thus acquire new skills to solve puzzles and to defeat various enemies, somehow like with the different heads in Dynamite headdy (Mega Drive / Genesis).

Unfortunately Freak Boy’s development was troubled and after the game’s publisher asked to remade it from scratch at least two times, they lost interest and the project was  dropped.

Here’s the original press release:

IRVINE, CALIF., May 16, 1996 — Enter the world of FREAK BOY in Virgin Interactive Entertainment’s (VIE) first NINTENDO 64 (N64) game. Three-dimensional graphics, addicting play mechanics and cutting-edge technology that uses morphing special effects define the world in which FREAK BOY lives – an alien world N64 players won’t ever want to leave. Created by Burst, VIE’s in-house development team, FREAK BOY is scheduled to be in stores in early 1997.

Created using SGI workstations, FREAK BOY utilizes the N64’s advanced 3-D technology, allowing all aspects of the game to be experienced in 3-D. Not only are the characters presented in realistic full 3-D, but their worlds and interactions with other beings are amazingly multi-dimensional. The 3-D power of the N64 also gives players the ability to experience gameplay from thousands of different points-of-view.

The result is a unique visual experience that intensifies the gameplay to such a degree that even the most experienced game player will be challenged. Players will be drawn into the intense 3-D action as they assume the role of FREAK BOY, the lone survivor of a massive alien invasion.

On New Year’s Day, when the planets are aligned with the sun, the ZoS, an alien race from a parallel dimension, take over the Hedron Universe, extinguishing the sun and transporting all of the Hedrons to the alien dimension. The only Hedron to evade capture is FREAK BOY, who is destined to become the hero of his people, provided he can rid his universe of the alien threat and return the captive Hedrons to their rightful dimension.

As FREAK BOY, players can absorb remnants of the destruction into their body and utilize them as weapons to destroy the alien invaders. What’s more, the variations

on these weapons are almost endless. Capable of holding three new artifacts at a time, each with a different capability when used as head, chest or feet, FREAK BOY is never the same character twice. FREAK BOY’S body is constantly morphing as new artifacts are assimilated and old ones are discarded. In managing the inventory of weapons as they enter and exit FREAK BOY’s body, the player gains new abilities in his fight to destroy the more than 50 enemies who have set out to conquer the Hedron universe.

On their quest for more powerful weapons and the alien enemy, players will explore more than 25 distinct worlds throughout five levels of difficulty. Each world is radically visual, arid and stark, yet with texture, mystery and entertainment that lure the player further into the world of FREAK BOY.

“FREAK BOY’s out-of-this-world graphics take the N64’s capabilities to the limits,” said Chris Yates, a vice president at Burst. “What is more, play mechanics such as Freak Boy’s have never been used before. When combined with these intense graphics, you have a level of gameplay that is altogether unprecedented.”

Burst, based in Irvine, California, is a division of Virgin Interactive Entertainment. The company is dedicated to high quality entertainment title development

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