platform

Crash Twinsanity [PS2/XBOX – Beta]

From early screenthos of Crash Twinsanity, we can notice that some stuff were different in the beta version: a character and some levels were removed (Foofie, the Lava Caves, Gone A Bit Coco), there were Bats in N. Sanity Island, the 10th Dimension area was different, Slip Slide Icecapades had a completely different layout and Farmer Ernest’s farm changed its location during development. A prototype of Twinsanity was know as “Crash Bandicoot Evolution” and it was meant to be much different and l 

Yoshi’s Island 2 [DS – Beta]

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Yoshi’s Island DS (which was initially referred to as Yoshi’s Island 2) was originally going to be compatible with Nintendo Wi-Fi. Also, one early screenshot showcasing a battle with Big Guy the Stilted seems to suggest that Big Guy was once going to be organic, as he had no patches on him in that picture (although one patch was visible near his right foot, which may merely mean his graphics were slightly incomplete). Finally, one screenshot of an unknown origin shows a Black Yoshi traversing a flowery area with Baby Peach. The particular event illustrated in the picture doesn’t seem to be left in the final game. Baby Peach’s cry was also going to sound more adult- like. [Info from Mariowiki]

Hiccup noticed more differences in the beta videos below:

Video 1:
Different Colour Yoshi’s Maybe?

Big Guy is red like normal shy guys

Video 2:
Classic sound for baby getting on Yoshi
Jumping on bouncy spring Yoshi does different noise
Different jumping Yoshi voices
Quicker egg swallowing?
Pop noise for egg?
Different sound for talking block?
Different sound for red steps appearing?
Different sound for turn pink wheel platform?
Car horn sound for stork stop
Different sound for baby peach crying
Yoshi cant stomp shy guys
Pipe leading up in underground area instead of hole
Different sound for going through middle ring
Different sound for defeating puritan plant
Different enemy, talking block, and flower placement
Completely different end level jingle
Different noise for counting up score

Video 3:
Different Level name display
Different level beginning drums
Different Placement of arrow at beginning with giant tap

Video 4:
World 1-8 Gilbert The Gooneys Castle (final version) has a different the over music (probably because they haven’t finished the music so every level has the same)
The boss of that level has over music too

Video 5:
3D coins and different Yoshi voices (jumping on bouncy jump board)

Also Kieranmay noticed some more differences in the beta:

Video 6:

when yoshi’s got hurt with baby peach on his back, her cry was different like a childs voice
when you swap babies there is a siren which is not in the final version
at the end the music is different when you reach the goal and then when the score is shown (no music is playing)
right at the start, the bongo music sounds different from the final version
baby wario wasn’t present in
on the title screen the birds eye view of yoshi’s island is just stood still but in the final version it shows you all around each side of the island

And adanfime noticed that on video 4 it is shown that Yoshi can run with Baby Peach, when on the final game, Yoshi can only run with Baby Mario!

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Cortex Chaos [PS2 – Cancelled]

Cortex Chaos was a spin-off game from the Crash Bandicoot franchise, that was in development at Traveller’s Tales Oxford, but that was cancelled just after the early concept stage. The game is also know as “The All-New Cortex Show” and the player would have used Dr. Neo Cortex as the main character. The project had some interesting ideas, as we can read in the Crash Mania website: “The first proposal was based on the idea that Cortex had a series of little Clones and he would have beeen able to control them to do several little tasks … such as pick up and throw bombs, collect items, or line-up to create a bridge” […] “The Second followed a Rockman/MegaMan style idea” […] “The Third idea somehow had Nina involved more… and used weapon upgrades”. You can read more infos at Crash Mania. Thanks a lot to HPZr!

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Banjo-Kazooie: Nuts & Bolts [Beta – Xbox 360]

Banjo-Kazooie: Nuts & Bolts is a Xbox 360 title developed by Rare Ltd. and published by Microsoft in 2008. Unlike it’s predecessors, Nuts & Bolts was not a pure platformer; instead it involved building a car and driving with it. First concepts of this gameplay mechanic reach back to 2002-2004, when a small team was working on a prototype for a new Banjo-Kazooie game – at that time still for the original Xbox.

In 2005/2006, Banjo-Kazooie: Nuts & Bolts evolved from a prototype into a real beta game. Hence choices for the design direction were taken as seen in the following gallery with early concept art. But there were also various changes in the later stages of development. One of the levels in the final game is called “Klungo´s Arcade”, but in the beta version it was called “Klungo´s Play Emporium” and below you can see an image that shows what it was gonna look like. After that, there is a screenshot from the same level in the final version. Do you see the differences?

Beta:

Final:

On the official Rare website we can even read some interesting informations on the sixth removed level from the game: “Partway through all this, we learned that one Game World was to be dropped to give us a chance of getting the game finished on time, bringing the total down from six to five. This was a bit of a headache and involved some redesign, as the Seaside lost its Game World doors to the Docks, which required a different Trolley ability to reach, so certain features got changed or moved about to cope with the restructure. Beyond that, we also had a problem in that the size of the actual Town asset was so big, the game kept running out of memory, so a few things had to be pruned.

The pier used to have a pavilion you could drive through halfway along it, complete with arcade cabinets and a lower deck. That had to go, which was a shame. There was also a harbour beacon near the beach huts that got ripped out too. On the whole, though, there weren’t too many sacrifices made in getting everything stable.”

Thanks to Spiral Mountain Forum users, we even noticed some other differences in the early version of the game, like a different vehicle editor and parts, beta trolley and Grunty under the sun.

Banjo Kazooie: Nuts & Bolts was Rare’s third idea in their plans to create a sequel to Banjo-Tooie. In an interview with Gregg Mayles, he said that the first idea was to create a remake of Banjo-Kazooie that would purport to be a direct port, but would feature extreme changes unexpectedly.

For example, a massive queen termite would emerge from the termite hill in Mumbo’s Mountain, causing Banjo to have to get oranges for Conga to throw at it. The second concept involved more traditional platforming, but with Gruntilda trying to follow Banjo and Kazooie around every world and replicating their moves in an effort to better them. The working title for the vehicle idea was Banjo-Buildie, but Mayles stated that it was too similar to the previous titles to have an impact. The team later stated that they had also attempted to make a rather more straight sequel to Tooie without any kind of twist but that they felt it was a “stale” method. [Infos from Wikipedia]

Also, as noted by [Nintex] in the NeoGAF Forum, an entire world was scrapped to reach the deadline:

This world is referenced several times in the game by characters in Showdown Town. A villager references Weird west by saying it was once accessible through the boarded up windows and doorways found near the Pier. LOG makes the comment, “You should be grateful, I could’ve sent you to Hoedown Town. It’s awful. The music, the dancing! Oh my!” A penguin in Showdown Town also makes a reference to this world saying, “You know the docks used to be twice as long? There used to be doors that lead to the Weird West game world.”

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Unused Music:

Thanks a lot to Lord Deathsaur and Nintex for the contribution! 

Glover 2 [N64/PSX/DC – Cancelled]

Glover was a 3D platformer game developed by Interactive Studios Ltd and released for the Nintendo 64 and Playstation in 1998. A sequel was announced for Nintendo 64, Playstation and Dreamcast with a launch originally slated for mid 1999, but was later cancelled.

In 2010, NESworld recovered a playable beta of the Nintendo 64 version of Glover 2 and by October 2011, the ROM was leaked online.

Thanks to Nesworld and Goomther for the contributions!

The Bizarre Story Behind Its Cancellation

On February 25, 2015, James Steele, a programmer formerly of Interactive Studios, released a blog entry detailing the unusual circumstances which led to the cancellation of the game. According to the developer, a huge misstep at Hasbro involving one worker severely over-estimating the amount of cartridges required for the game blemished the Glover name at the company, ultimately resulting in the discontinuation of its sequel:

“…as far as we were told, Glover 2 had been canned because of Glover 1. Now this seems strange, because the first Glover has sold fairly well for a non-Nintendo N64 title. And it was on the back of those sales that Glover 2 had been given the go-ahead at Hasbro in the first place.

But Hasbro had messed up. They had screwed the pooch big time. You see, when ordering the carts for the first game, the standard production run was something like 150,000 units. And this is what the management at ISL had advised Hasbro to order – because the N64 wasn’t really fairing that well compared to the PS1 at the time and non Nintendo titles tended to sell poorly. They thought that Glover was a good game in its own right, and a moderate 3rd party success would sell around 150,000 units. And that is exactly what happened. Hence the go ahead for the sequel.

So Glover was a money maker for Hasbro, right? Right? Nuh-uh. As it happened, Nintendo had a special on N64 carts at the time the game was being schedule for production. Some bright spark at Hasbro thought it would just be absolutely SUPER to order double the normal amount – so they put in an order 300,000 units at a slightly reduced cost.

The problem was that none of the retailers wanted to take that stock off Hasbro’s hands. The game had been moderately successful, but the demand just wasn’t there. And thus Hasbro was left with 150,000 or so copies of Glover for the N64 that nobody wanted. That’s something like half-a-million dollars worth of stock that they can’t shift. And with Hasbro Interactive not being in the best of financial shape Glover became a dirty word around the company, as it became apparent over the course of Glover 2 development that they were stuck with all those carts.

Of course, the blame was put on the game and brand itself rather than the idiot who ordered the extra 150,000 carts from Nintendo. And that ladies and gentlemen, is why Glover 2 had been cancelled.”

According to Steele, who we later caught up with, the game was around 80-85% complete at the time development ceased.

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