ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
It seems that the few beta images of F-zero that we have aren’t that different from the final screenshots. But,after all, what could have changed in a game where the only graphical elements are virtually the spaceships and the track ? The hub, obviuously. The power bar was red, the map, the laps and the ranking data were still missing, the speed indicator was different, and there were some mysterious numbers in the down left side of screen.
Thanks to WarioNX for the contribution!
The beta movie was taken from the video seen at Nintendo SpaceWorld ’97. You can see a later beta version of F-Zero X. It didn’t change soo much : the only things that are different from the final version are:
The explosion of a ship
The hud (in the top shows like “30th” and not “30/30”)
On the 24 November 1995, Nintendo finally presented the final version of the Ultra 64, (renamed “Nintendo 64” because of copyright problem) at the Shoshinkai Software Exhibition. Among the thirty titles shown in playable form or in video (including Star Fox and Wave Race) one of the most interesting was Super Mario Kart R, an early beta version of our favorite kart-game.
Compared to other games that were shown at the Shoshinkai that year, it could be said that Mario Kart R was almost complete, since there appears to be no particular changes in the track design, but the differences for the playable characters are interesting. You can notice that Kami Koopa (Magic Koopa) was a playable character in the game instead of Donkey Kong and the “Character Select” screen had different avatars. Also, the multiplayer split screen could have been set to horizontally or vertically, but this option was removed in the final version (but implemented in Double Dash). The “Item Boxes” were different too and various other little graphic details (like the HUD) were changed before the game was published,
Also, the Feather item from the original Super Mario Kart, was meant to be used in Mario Kart 64 too, as you can see from one of the screenshots in the gallery below (in the image with the 4 player mode, Toad has it in his item HUD). The Feather would have let the player to jump very high, to reach new shortcuts or to avoid obstacles.
Thanks to Princess Toadstool for the contribution!
Mini Racers is a cancelled 96Mbit multiplayer racing game that was in development by Looking Glass Studios for the Nintendo 64. The project was announced in 1998, but unfortunately it was delayed many times and in the end in was never released. Mini Racers was going to have a strong multiplayer mode, similar to Micromachines or RC PRO-AM, for up to four players, and it could have been an interesting addition to the already rich list of arcade racing games for the N64.
Mini Racers had several game modes in single and multiplayer, including a track editor to create your own course, and a random track generator. The radio-controlled cars could be given a turbo boost with a press of the Z button. N64 Magazine played an early version are voiced their frustration at the poor camera, though when they next played it at Spaceworld 1999 they noted the angle and viewing distance were now configurable and could even be played in a top-down view. Most likely the game was cancelled because it was shown in the final days of the Nintendo 64, when the new 128-bit consoles were almost out.
1080° Snowboarding is a snowboard racing game developed and published by Nintendo for the Nintendo 64 in 1998. 1080°’s release was announced on November 21, 1997 at Nintendo’s SpaceWorld trade show; the game’s working title was then Vertical Edge Snowboarding. 1080° was programmed by Englishmen Giles Goddard and Colin Reed, developed and published by Nintendo, and produced by Shigeru Miyamoto. Goddard and Reed had previously programmed Wave Race 64. [Info from Wikipedia]
In these early screens we can notice that the HUD was changed and that the character models where still not finished. I’m not sure, but it could also be possible that those maps on the right of the screen could be slightly different from the final track-design.