Kid Ninja is a cancelled platform/action game that was originally meant to be released for the GameCube, Xbox and Playstation 2 in 2003, but the project was later canceled by Asylum Entertainment. A Wii version was later planned too, but it seems that it was never released neither.
The formula setup by Super Mario Bros. 3 established the foundations for the SNES successor Super Mario World. Thanks to these uncovered beta photographs, the evolutionary connections from Super Mario Bros. 3 to Super Mario World are a bit more apparent. Interesting enough is that “World” once started out as simply Super Mario Bros. 4. Its “World” subtitle did not come development had actually progressed into planning and pre-production stages.
The images in this article represent a starting point as Nintendo journeyed from Super Mario Bros. 3 on the NES to what would eventually become World. The structure of the geography, different icons, alternative floor on the castle entrance and castle texture, the flying fortresses and even mushroom houses show some serious evolutionary ties to its Mario Bros. 3 roots.
[Original description in italian by Sig. Bakke, english translation by MajorTom]
Thereʼs very little to say regarding the over world map. The beta version seems to have accommodated a much smaller adventure than what was produced in the final version. In this article, there are two opening screens. One of which shows “Super Mario World” against a “beta” world map. This opening showed a very muted color scheme and a 1989 copyright date. This opening screen could have been one of the earliest known builds Nintendo made during its transition from the NES to SNES hardware. The second title screen does not show any copyright date but what is notably different from the final version is that Nintendo excluded “Super Mario Bros” from the title in the final build.
On screen elements during game play have changed. Notably, there used to be Yoshi sign that disallowed the usage of a Yoshi (or specific colored Yoshi) after the player walked past that sign. Signs similar to these would reappear in the semi-sequel Yoshiʼs Island (with signs limiting Yoshiʼs power-up as it walks past them). In the Donkey Kong Country 2 & 3 games (which share various similarities with SMW), silimar signs appear for animal buddies – a possible influence for Rare.
Other small differences to note are beta sprites. Mario and the Koopas look slightly different from how they turned out in the final release. Mario tends to look more like his “Mario All-Stars” Super Mario Bros. 3 counterpart. The Koopa shells have a more rounded look to them. Some coins also had a look slightly larger and more oval (maybe they were a beta version of the Yoshi’s coin).
Raccoon Mario, who debuted in Super Mario Bros. 3, was either a place holder for the eventual cape/feather power-up or the concept of Cape Mario never came to fruition until much later in development. For a time, the leaf and resulting Raccoon Mario may have been the “de-facto” flying power-up for Mario in “World”. There are many screenshots that show Raccoon Mario in various parts of the game. For readers that frequent Unseen 64, you might want to check out the “SNES Hardware Test” in the SNES section. One specific image from that section has a Mario sprite that appears to be from “World” but with what appears to be ears on top of his head that look VERY similar to the raccoon ears similar to those in Super Mario Bros. 3 and beta shots of “World”.
As Sammy has noticed, there was a Sears commercial that showed 3 Super Nintendo games; they were Super Mario World, F-Zero, and Pilotwings. On that commercial, it showed the title for SMW but with a little difference. Right next to the little beta “Super Mario Bros.” text of the beta title, there was a blue “4″ on the right of the text. You can check the video below thanks to Youssef!
Thanks to Jamie and Assjerk for the contributions!
It’s not all that uncommon that a game takes a slight change in direction. If games didn’t end up different from beta to final release, Unseen 64 would be out of a job! Something gets cut out due to money and/or time constraints: Yoshi’s Island is no different. Although having a very unique development history which included a graphics overhaul later in development, it seems Nintendo also wanted to tweak some of Yoshi’s special abilities in Yoshi’s Island before release. Nintendo dropped these abilities on the cutting room floor but was kind enough to leave the sprites in the cartridge for everyone to see.
Dorque & Imp is a cancelled platform that was in development by Norse (a swedish gaming studio) for the Super Nintendo. Akumu from the Lost Levels Forum translated a swedish preview in which we can read some more info on the project:
2 of the worlds are completed. When Power Player catches up with the team of programmers, they are already hard at work to finish up the demo that will be shown in England. Peter shows us how far they are come. He has 100 000 command lines which helps him to quickly change the enviroment on the screen. He is programming in assembler, and can in principal cut and paste artifacts and backgrounds from the pictures that Jim has created in a image software program.
We could assume that Norse did not find a publisher interested in Dorque & Imp, and after the studio released Legend of Myra (for PC), it seems that they had to close down. In May 2011, 3 playable beta levels from an incomplete version of Dorque & Imp were shared and preserved online. You can find them in here:
Thanks to Saga Darvulia for the contribution and to Peter Waher for sharing some playable levels from their lost project! If you are a collector, you can buy an official cart of Dorque & Imp to play on your SNES thanks to Piko Interactive.
Nightmare Busters is a cancelled beat ’em up / action game that was in development in 1994 by Arcade Zone (a french studio) for the Super Nintendo. After Sony decided to not publish Nightmare Busters SNES as the original Playstation arrived in Europe, Arcade Zone had to close down and cancel all their projects.
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.