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Donkey Kong 64 [N64 – Beta / Unused Rooms]

Donkey Kong 64 (also known with the work in progress title of Ultra Donkey Kong, Donkey Kong World or Donkey Kong Universe) is a platform developed by RareWare and published by Nintendo for the Nintendo 64 in 1999. The game is a follow up to the Donkey Kong Country trilogy on the Super Nintendo Entertainment System. There were some rumors about the original release of the game for the 64DD, but in the end DK64 was released on the normal N64, using the 4MB expansion pack.

In the beta version of the game, the characters used “real” weapons models. In the final version they have “fruit” weapons, like coconut gun and peanut shooters. Also, various unused rooms and models were found in the game’s code thanks to hackers! You can see these in the gallery and videos below.

Also Mad Jack, the insane Jack in the Box that Tiny Kong fights in Frantic Factory in the beta was actually going to be called Junk-in-the-box and have the appearance of an old decrepit clown. The area he’s fought in isn’t Mad Jack’s either (info from Mario Wiki). It seems that that when they took him out, the toy box mini boss that Chunky Kong fights was put in instead. It does look like they are fought in the same room though. It also seems that Junk in the box would have shot fire balls (as Mad Jack does now) and would eventually become vulnerable to a TNT barrel instead of being electrocuted.

Thanks to Cubivore10 for the contribution!

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Super Mario 64 [N64 – Beta / Unused Stuff]

Super Mario 64 was probably one of the first titles developed for Nintendo’s 64 bit console. There are rumors of a 3D prototype existing on the SNES using the systems Super FX chip, but this prototype was kept behind closed doors, so no images of it exist. It’s safe to assume that this would have been an isometric platforming adventure, and played similarly to the older games of the Mario name.

With Nintendo’s prototype next-generation console, “Project Reality”, the game went from a FX chip prototype to a 3D beta on the 64-bit new hardware. The SNES prototype was never seen or heard about again. Even with this project on the Nintendo 64, original designs still stuck to the isometric viewpoint. Like with the older games, this one had players taking their chances jumping form platform to platform to reach the end of a level. As the game went on, this concept was kept intact for the game’s boss stages were the player would fight bowser.

This game was officially presented to the public in November of 1995. During its development Nintendo released a lot of images, some of which were from a playable demo. This was very important since it allowed people to take photos, and record videos which we can look back at to see how much the game has changed from the beta to now.

The beta version of Mario 64 appeared to be very similar to the final: Many of the levels were similar seeing only minor changes. Some of the biggest changes were made to the hub world which didn’t seem very much like a castle to begin with. Changes can also be seen in the lives – stars – coin counter in the HUD, as well as Mario’s health bar which is an image of his head in the final version. Some changes are noticeable like different textures, and colors. Bowser also sports some different textures. We can also see the castle interior is dark blue with some moons on the columns.

The inside of the castle was very different in the beta. We do not know if the doors here are different than the ones in the final, or if they lead to the same places, or if they were simply place holder images. One of the more interesting images had Mario in a snowy level with penguins, and a different background that isn’t found anywhere in the final game. It is also noted that the stars used to be 2D in design. In conclusion, the face texture for the yellow desert enemy was really scary.

As we can read from the NSMB Wii Iwata Ask article, one of the early Mario 64 prototypes had a coop multiplayer mode, but it was never used in the final game and it’s not clear if they could have confused it with Mario 64 II (as M64II was rumored to have that same Mario – Luigi coop).

Iwata: Ever since Mario Bros., you’ve had your heart set on making a multiplayer Mario game. You’ve tried each time, but it’s never quite come together… Even with Mario 6423, it started with Mario and Luigi running around together, didn’t it?

Miyamoto: That’s right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.

Iwata: Yes, that’s right.

Miyamoto: That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off…

Some unused red shells were also found in the game’s code:

Those beta red shells models were found a long time ago both by rstewart215804 and VL-Tone.

In this video, I show a complex hack written by me in C which gives them a similar behavior as the red shells from the Mario Kart series. They will protect Mario and if you press D-Pad Up they will go after the nearest enemy (actually, the nearest animated object).

Many other unused models (as a trampoline, a Boo Key and a Blaarg) are hidden in the game.

Blargg— An eyeless, largely untextured model for Blargg, an enemy from Super Mario World, exists in the game. It has an animation which shows it jumping out of the lava, but there doesn’t seem to be any functionality left. It was definitely planned for the lava levels, and possibly replaced by the very similar flame enemy.

Water mine— Found in the water object set, but never used in the game, is an object very similar to the bombs that appear in the Bowser levels, but a bit smaller. How it would have been used is fairly obvious. It’s possible to see it in major part of SM64 beta videos, in Dire, Dire Docks.

Yoshi egg— The Yoshi egg has a model, textures, and a bouncing animation. It’s likely that Yoshi was planned to have a larger role in the game than he actually does, and he would have appeared out of these eggs, just as he does in Super Mario World, and as he would later do in Super Mario Sunshine . This egg loads to memory in Whomp’s Fortress and Wet Dry World

Small chill bully— A smaller version of the Chill Bully. There are large and small normal Bullies in Lethal Lava Land, but the only Chill Bully in the game is a large-sized one in Snowman’s Land. They have they own behavior and 3D model, but sometimes when trying to put it in the game, it crashes.

Beta trampoline— The most known unused object in the whole game. Some sort of trampoline. It has no model in-game, and its behavior was never created. Fairly obvious how they’d have been used, however. Anyway, some hackers tried to recreate its behavior, which can be seen in the video made by messiaen, one of the best hackers (yeah, thas one who wrote M64 Level Importer!)

Beta green & red shells— A pair of small Koopa shells, these have been found as only data (though clever hackers can get them to work in-game). They are about the size as spiny shells, and have unusual blue bottoms. Their use is currently unknown, but there’s a behavior code that could fit them. Them can be picked up and throwed, but the stick to wall when they hit it.

Yellow switch & Yellow transparent box— The yellow switch and the yellow box are quite similar to their red, blue, and green-colored brethren. This suggests there was another type of box (not necessarily the one in the final game) that needed to be activated with a switch. The yellow switch is always in its pressed state when spawned. It’s possible that there was another powerup inside the yellow box, and that the switch was activated in Peach’s secret slide, because the swicthes load to the memory, when you enter that level, exactly as happens for Wing Tower, Metal Cavern and Vanish Sewer.

Early Solid Red Box— An early solid red box can only be found in the Wing Cap area, and probably served as a test for item boxes. The color changes depending on the angle viewed from.

Boo Key— The boo key was likely intended to be collected from a Big Boo upon defeat, as is shown in an early screenshot. As a leftover, the Japanese version actually has a key symbol for use in the HUD which has been replaced in the other versions with a German character (a U with two pints on its top). Also we know that you was able to collect at max 6 keys, to use only in that level.

Cactus texture— A texture which resembles a small, round cactus. It was most likely intended as scenery in Shifting Sand Land.

Cracked ice— A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.

Metal wings— There’s a unique “metal wings” texture the game uses when Mario wears the Wing Cap and the Metal Cap at the same time. However, there’s no level in the game which has both of these caps, so the only way to see the texture in the game is using a GameShark or replacind objects with ToadTool64 or a HEX editor

Pink flowers— Discovered by Mr. Game during the exploration of game’s textures. This environmental effect causes flowers to appear. Where it may have been used, and what purpose it may have served, is still unknown. When activated, it appears only on perfectly horizontal walls.

Blizzard— This effect creates a blizzard. It is still under investigation, but was likely meant for use in the snow-based levels. It works same as snow effect, but it’s fastest. It was also used in SM64DS, in the battle with Chief Bully (the one you needed to beat to unlock Wario).

Chain Chomp— In the beta v3 in Bob-Omb Battlefield, you’ll notice that the Chain Chomp’s growling sound is different than the final version, and about similar to the sound of the Chomp in Japan.

English translation by Tobias

Thanks to forotsuki for the contribution!

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Little Big Planet [PS3 – Beta / Prototype]

Before LittleBigPlanet was called “LittleBigPlanet”, it was called “Craftworld”. It was a physics-based 2D side scrolling game and it’s main character was a little guy by the name of “Mr. Yellowhead” (he is an unlockable character in LBP). His arms were controllable with the right analogue stick and his legs were controllable with the left analogue stick. The main point of the prototype was to guide Mr. Yellowhead past a bunch of little and big obstacles by grabbing on to them and pushing and/or rolling them around, much like a puzzle game.

This was enough to make Sony interested in the game and after much work and a public beta, LittleBigPlanet was released worldwide by November 5, 2008.

As wrote on TheEscapist, it seems that Media Molecule had some plans to make the game a “full 3D” exploring platform:

Media Molecule co-founder Alex Evans told Joystiq at Gamescom that an early build of LittleBigPlanet had “free depth and completely moving cameras, and the gameplay engine wasn’t layered fundamentally.” Levels could “travel into the screen,” so Sackboys were able to move more than just left and right.

Evans admitted that this level of freedom was “really hard” and “creatively unconstrained.” He says: “We found our level designers wasted tons of time in 3D land, so we iteratively reduced it; first of all, we reduced the scope, then we added the layers, and with each restriction we did, it improved the quality.”

In the screenshots below, we can see some interesting concept art of the various stages of the game.

Thanks to Robert Seddon for the contribution!

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Mystical Ninja Goemon 64 [Beta / Tech Demo]

goemon64logo.jpg

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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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