Rare Ltd

Conker Bad Fur Day [N64 – Beta / Unused Stuff / Debug]

As we can read on Wikipedia, Conker’s Bad Fur Day for the Nintendo 64 was originally going to be titled Conker’s Quest and was later titled Twelve Tales: Conker 64. Early beta screenshots suggested the game would feature cute characters and colorful settings. Rare had a long history of making games of this sort, such as Banjo-Kazooie and Diddy Kong Racing, and at first Conker did not appear to be any different. However, Rare started to fear that the game would simply get lost in the platforming crowd, and critical mockery of “yet another cute platformer” caused the original game to be drastically overhauled.

The promotional videos and pictures from Electronic Entertainment Expo (at the time when the game was still called Twelve Tales) revealed objects and characters which have influenced the released game. Objects such as the flower and mushroom sprites were seen in the promotional video and a character closely resembling Buga the Knut was seen chasing Conker (who was wearing a knight’s helmet) in a promotional picture. Conker’s Bad Fur Day is considerably a far different game from the original plans despite the small influences it had on the release game.

Even if the differences with Conker’s Quest / Twelve Tales beta are more obvious, Cubivore10 noticed some little beta differences in the early Conker Bad Fur Day too.

Here we can see that with the exception of Conker the whole screenshot has different textures, maybe be even reused from Twelve tales. The barn (pink roof) looks like it might even be shaped differently. (beta at the top, final at the bottom)

This one’s a bit odd. The only time the fire imps appear in any cutscenes are during the Bat’s Tower chapter. From what little I can see of the background its the boiler room still, but I NEVER recall the fire imps acting like this (I play that chapter on a regular basis FYI) It seems like something has shot off smoking and a fire imp is freaking out. Whatever is on fire by him appears to be burnt. The imps do become grey when Conker urinates on them, however, they don’t shoot off like that.

At about 4:36 in the video below, there is the scene with the fire imps :  it seems to be catching something in his mouth, whatever the smoking thing was.

This beta / unused cutscene was found still hidden in the final game by Goomther and ConkerGuru:

As wrote by Cubivore10:

This short scene was in an earlier trailer. I’m assuming, judging by the way it grows, you would have fought a giant Fire Imp as opposed to the Boiler at some point during development.

As wrote by Fuzzy, it’s quite short but in Goomther’s video it looks like the imp is eating another imp, but in the original it seems the imp is eating something like a burned rat.

Nothing much here, but unless he’s over more to the right than I recall, Birdy the scarecrow isn’t outside the bar.

Another minor detail, but in the final version of the game Gregg’s voice bubble is a dark gray color

The gray squirrel that Conker talks to is holding a walkie-talkie in the beta version (also the changed “tedizs” to “tediz”).

In the video below, at about 1:25 when Conker has to use his slingshot to open the vault, it doesn’t seem to be moving.

Also, Goomther found a weird / unfinished level in the game’s code, that could be an half-removed debug room! Check the video below for a look at this strange area. More unused models and development stuff were found by ConkerGuru in the game’s code (check his website for more!):

The tail of an very popular mouse pokémon. This tail was, according to an post on Chris Seavor’s twitter page, used for an cutscene they were forced to cut on nintendo’s request. When the cutscene played, the tail, obviously, would be placed on the back of the Pikachu model. Whatmore, Conker was also to interact with it during the scene, as there’s some unused animations remaining in the game of Conker sitting on his knees, and petting some creature.

Thanks to Cubivore10 and Goomther for the contributions!

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Banjo Kazooie: Grunty’s Revenge [GBA – Beta]

Banjo Kazooie: Grunty’s Revenge is the third instalment in the Banjo-Kazooie series, and the second in chronological order (in terms of the point of the beginning and end of the game – in fact, as time travel plays a significant part in the plot, most of the action takes place decades before Banjo-Kazooie). Developed by Rareware and published by THQ, it was the first Rare game released after being purchased by Microsoft from Nintendo. [info from Wikipedia]

Banjo Kazooie: Grunty’s Revenge was originally announced at E3 2001. Initially, it was conceived to be a “What If?” story, taking place in an alternate timeline where Grunty’s sisters do not come to rescue her and thus Banjo-Tooie does not happen, with Grunty’s Revenge taking place instead. This idea was dropped some time before the game was released, and it was instead placed as a side-story in the Banjo timeline, between Banjo-Kazooie and Banjo-Tooie.

Grunty’s Revenge is notable in that it is the only of Rare’s initially-announced Game Boy Advance titles to be released without any major changes due to the buyout of Rare by Microsoft, unlike Diddy Kong Pilot, which became Banjo-Pilot and Donkey Kong: Coconut Crackers, which became It’s Mr. Pants. [info from The Rare Witch Project Wiki]

Thanks to YouTube user transparentjinjo, that uploaded 7 videos from the Banjo Kazooie: Grunty’s Revenge beta, we can see a few differences to the final version of the game. For one, the textures and graphics are significantly less-developed in the beta footage. In addition, the layout of the worlds appears different, with several areas sporting different names to those in the released version (for example, Freezing Furnace is split into two separate worlds, Freezing Fjord and Fiery Furnace).

The introductory sequence is missing in the beta version, which also uses the “down” arrow to advance in-game text, as well as a few other small changes. You can view the videos, and other interesting development footage, at transparentjinjo’s YouTube channel.

Also, some concept arts and a couple of screenshots from the “3D collision preview tool” are preserved in the gallery below. Quite a lot changed through the development of Banjo Kazooie: Grunty’s Revenge. The game was reduced from 8-10 levels down to 6, and the story was cut down too.

  • The mad cow was the original boss on the farm level
  • The large mountain on the Fjord was removed when flying was removed from the game, and the remaining Fjord & Furnace sections were combined into one large level
  • The machine seen in “FURNACE_scene” was also lost when the 2 levels were combined
  • As can be seen from the Mecha Grunty pics, she was to have many transformations (tank, bazooka, drill etc) which were removed to save cartridge space
  • “Monster Kazooie” was a concept, but a decision was made to not implement it in the game
  • Swamp monsters (scorpion & spider) were not in the final game, the main swamp monsters were Bogfoot (Bigfoot with a different colour palette)
  • Klungo’s UFO was also too big to fit on cartridge, and replaced with Gruntilda’s ghost floating out of the rock & into the Mecha suit

As we can read from The Rare Witch Project Forum, you went to fight grunty through the lair entrance in the beta, there was a Baby Boggy.

Article by Franklint

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Perfect Dark Beta Analysis: the removed Face Mapping

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As many of you may already know, RARE planned to insert an interesting feature into Perfect Dark: thanks to the Gameboy Camera, you would have been able to photograph your face and your friend’s faces to use them as the face of PD characters in the single player campaign (as enemies) or in the multiplayer mode.

Unfortunately, due to the numerous acts of gun-shooting in American schools, RARE decided to remove this option from the game, to don’t create controversy. A game in which you could have been able to kill a character that had the face of your real friend, would probably have been too much for its time. Here are some screenshots of the removed Face-Mapping mode, perfectly working in the beta version.

Beta Face Mapping

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Using the N64 Transfer Pack with the Gameboy Camera attached onto the back of the N64 controller, this message would have appeared on the screen. 

Perfect Dark Beta Analysis: Beta Multiplayer

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And now we can move on to the beta multiplayer of Perfect Dark.

Beta Multiplayer

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One of the most interesting rumors for the Multiplayer mode of Perfect Dark N64 is the one about plans for the game to have an online mode too. During the initial planning there were some ideas to develope Perfect Dark for the 64DD and to use the built-in modem of the add-on for the Multiplayer mode. However, due to many problems the 64 DD was delayed for months and  years, and eventually this peripheral was never released outside of Japan. It seems that Rare even though about a special cartridge with an internal modem (as used already by another game, released in japan. See the picture above), but as you can imagine the online structure would have been difficult to develope and soon the idea was scrapped.

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Perfect Dark Beta Analysis: Beta Weapons

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A journey in the evolution of the various weapons in Perfect Dark!

Beta Weapons

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In this screenshot you can see that Joanna is holding a very raw / early version of the Falcon 2 / Magsec. The way the weapon is raised is very interesting as it’s not possible to see it like that in the final.