third person shooter

Wild 9 [PSX – Beta]

Wild 9 (known as Wildroid 9 in Japan) is a video game developed by Shiny Entertainment for the Sony PlayStation, with a Sega Saturn version also planned but never released. Its gameplay is that of a 2D platformer, with occasional breaks in 3D dimension. [Info From Wikipedia]

Misterite has an interesting Wild 9 video on his Youtube Channel that shows an early build of the game, with unfinished levels and probabbly some other differences that i could not find.. but thanks to the help of Silverduran we have more informations: there’s a ton of things that had been changed from the final version, like Wex’s character model is much bigger and looks different, the Jet Cycle ended up being red, the guy ((Nitro)) that Wex picks up ended up being MUCH bigger, and 98% of the level designs shown in this video were never used.. but the animations were tho.

In the gallery below you can see many screenshots from a beta version 50% complete, if you can notice more differences in these images please let us know!

Thanks a lot to Silverduran for the contribution!

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Earthworm Jim [SNES/MD – Beta / Concept]

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Although it seems to start out as something completely different, this is a promotional video for Earthworm Jim, mostly focusing on the Mega Drive version. As well as some insight into the design process of the game, it shows a lot of footage from an earlier version of the game. Unfortunately, the way the video has been edited together means that picking apart all the differences between the early version shown and the final game is very difficult, but some parts are clearer than others.

Some of the highlights include:

  • 1:13 – Completely scrapped level, with a suitless Jim wandering around on spikey platforms.
  • 3:40 – Concept art, including a scrapped Psycrow encounter
  • 5:05 – 5:30 – Shows a slightly different HUD (different Atom icon), different opening segment from New Junk City, and different looking segment from  What the Heck level
  • 6:09 – 6:30 – Glitchy segment of Who Turned Out the Lights (you can see a giant 10 for some reason) and another completely scrapped level- first shown with Jim alone, then with him fighting Psycrow

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From some beta screenshots that were published in Nintendo Power, we can notice various differences. On the new junk city images the background art design looks different and there’s also a moose head in everyone of them, but those are normally only used to swing from. The wheel monster has a completely different design in the final game. On the screenshots for What The Heck the design looks different and the backgrounds are different in at least one of the screenshots. On the screenshot of For Petes Sake everything about that level is different in the final game: the asteroids, the background, and the ground. Jim’s models also seems to be different maybe even better looking than in the final game. Also, in the last screenshot we can notice a weird looking enemy to the left of Jim which isn’t in the final game.

Also, thanks to Rocketworm.com we can see many concept arts from the development of the game, showing an early design for Intestinal Distress (the falling columns of fat aren’t in the final game, and the idea for the villi was later used in Earthworm Jim 2), early concept art for Buttville and New Junk City (with some gameplay ideas that would’ve probaly been impossible to pull of on a 16 bit console), a concept of a level based off of Bob the Goldfishes world which didn’t make it into the final game and various character designs.

Thanks to Earthwormjim, Lemm and retroguy205 for the contribution!

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Left 4 Dead [X360 PC – Beta]

Left 4 Dead is a FPS with a strong coop mode, that was developed by Turtle Rock Studios and published by Valve for PC Windows and the Xbox 360 in 2008. The Left 4 Dead beta characters were changed, and at the Electronic Arts E3 2008 press conference, Valve revealed a new characters design for the survivors. As we can read on Wikipedia, Left 4 Dead underwent many phases of development; influenced by playtesting, Turtle Rock Studios removed many of the features that were originally in the game. Another significant element removed was a long introduction between campaigns; because the game is designed for replayability, it was difficult to hold the player’s attention for repeated viewings of cut scenes, so they were dropped in favor of a sparse narrative.

Also, the game started out with one big city design with many routes for the survivors, but playtesters were confused when they began to play, and later they always chose the same route; ultimately Turtle Rock Studios cut the city maps into the first “No Mercy” and “Dead Air” campaigns.

Here’s a comparison between the old characters (top) and the new ones (below):

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As Nastykill has made us to notice, at the Official L4D Blog we can find a lot of interesting infos and screens / videos from the game development, like the early experiments with the lights in the backgrounds and some test cutscenes. Some more screenshots from an early build show the beta characterts and a couple of beta areas.

At Left 4 Dead Wikia we can read a lot of info about the game’s development.

Upgrades are a scrapped feature that can still be found hidden in the game’s code, but they can only be activated by using an hack command. Some of these upgrades are:

  • Kevlar Vest: This item reduces the amount of damage you take.
  • Prevent it: Protects you from a Boomer’s bile once.
  • Hot Meal: Increases current health to 150.
  • High capacity magazine: Gives the player a larger magazine with each of their weapons, though the exact percentage increase is unknown.
  • Hollow point ammo: Increases the amount of damage weapons do.

A small upgrade system is implemented in Left 4 Dead 2, including the Laser Sight originally meant for Left 4 Dead.

Originally the melee weapons were supposed to break after prolonged use, but the development team ultimately decided against it after testing. Break sounds for the Axe and Frying Pan weapons can still be found in the game files.

The Hunter has an unused animation of it hanging upside-down. The Hunter’s ability was originally to become invisible. It did this when backed up against a wall, then the pounce ability can be used. For some reason, it was cut to just leaping, possibly due to that Left 4 Dead tries to keep a realistic theme, and an invisible Infected may have simply been too far-fetched. It also could regenerate, but was cut along with the invisibility.

The original design of the Smoker was to “pop in” to the Survivor group in a cloud of smoke, seize any Survivor, and “pop out” again to leave the unlucky Survivor stranded. Valve changed the design, however, saying it was “too challenging for the players.” This design has never been seen in any video footage, suggesting that it was dropped early in development.

A later video shows that the player took something called “poison damage” from a Smoker. When a person was affected by poison damage, the damage inflicted would turn into temporary health.

The Screamer was a Special Infected in the early stage of game development, preceding the Witch and the Boomer’s vomit attack. The Screamer did not have any actual attacks: if agitated enough, it would run off to hide. Once hidden, it would let out a scream, attracting a horde, like the Boomer’s bile. It was therefore important to kill the Screamer as quickly as possible while it tried to run off.

Originally, the Witch was to attack the entire group upon being startled. However, this was cut from the final game because it was deemed too difficult as she would often wipe out the whole group with little trouble.

Originally, Valve intended Zoey and Francis to have a relationship, but this was deemed to be “distracting” by the play-testers. In her cut quotes, Zoey picks on him often [3]. Although their former relationship is no longer very evident, she still seems to be friendly towards him (“Groovy,” which was something he’d said before). In The Passing, she’s baffled by Rochelle showing an attraction to Francis, and claims she’s going to throw up. On the other hand, she finds it cute that Francis still has “that side of him” deep down despite his tough guy attitude when he flirts with Rochelle.

Thanks to DCodes7 and Ace.Dark for the contributions!

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Hardcore [Mega Drive / Genesis & Mega CD – Cancelled]

This little-known game appears as a ‘work-in-progress’ in the September 1994 issue of Sega Power, it was developed by DICE (originally for the Amiga) but it doesn’t have a decent description. According to the article, Hardcore was a typical run-and-gun platformer, similar to the Turrican series or Super Star Wars, with many different enemies to destroy. The press release for the game boasted that ‘you are able to shoot almost everything, even if it’s not necessary’. There was also a Mega-CD version to be released, which was to include a driving segment at the end of each level, similar to Batman Returns. Although planned for a November 1994 release, both versions of the game were seemingly cancelled.

Little else is said about the game in the article, which is a common trend for previews in Sega Power… They seem to have spent far more time writing the amusing captions, which you can see in the article scan.

It seems that the original Amiga version of Hardcore only got half-finished. Then they decided to do it on Megadrive instead; the MD cartridge version was 99% finished (just a bug or two in the game logic, and highscores aren’t saved) when Psygnosis decided not to publish it. The MD-CD version did not get very far in development.

Thanks a lot to Repi for the contribution! Thanks to DarkFalzX for the video!

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Thanks to Grzegorz here are some screenshots from when Hardcore was developed for Amiga by Digital Illusion:

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MDK [PC/PSX – Concept]

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MDK is a third-person shooter game developed by Shiny Entertainment and released in 1997 by Playmates Interactive Entertainment for the PC, Macintosh, and subsequently PlayStation. MDK’s gameplay is usually a third person shooter, except when sniper mode is entered. As expected, Kurt has a wide range of weapons to choose from, which differ in standard gameplay and sniper mode. [Info from Wikipedia]

Thanks to this old promo video that Chentzilla has uploaded on his Youtube channel, we can see a concept version of MDK, with some differences from the final version:

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