Henry Hatsworth in the Puzzling Adventure is a Nintendo DS action-adventure and puzzle game created by Kyle Gray, who founded the “Experimental Gameplay Project” with Kyle Gabler, the creator of World of Goo. Gray led a seven-man team at EA Tiburon to develop the game. While the game is an action-platformer on the top screen, once enemies are defeated by Hatsworth, they are sent to the bottom screen as puzzle blocks. [Info From Wikipedia]
In the beta version of the game there were some differences in the HUD, levels and gameplay:
The Puzzle Meter was in the top screen.
Different icon for the Rifle weapon.
“Young” Henry had a full series of “silver hearts” to consume before return to the “old” Henry. In the final game, only half of the hearts are silver ones. It was like to have 2 energy bars at once (making the game easier).
Some of the puzzle blocks had a different design / face.
Henry’s animations were still incomplete.
A couple of parts in the beta videos seem to be from a removed level or an early design of a final one.
The bouncing baloons were pink, instead of yellow.
Also, in the concept arts we can notice many Bosses that were cut from the final game, as the ones that look like Benjamin Franklin or the 3 muscle men from the circus. In the artworks we can even see early and unused designs for the normal enemies, Henry’s ship (from one of the secret levels) and puzzle blocks.
Kingdom Hearts 358/2 Days is an action RPG developed and published by Square Enix for the Nintendo DS with assistance from Hand. Granville has created a topic in our forum with an interesting series of beta screenshots and early videos that show various differences from the final version.
This footage is the earliest known footage from a Nintendo conference in 2007. The two worlds shown are Twilight Town and Wonderland. The structures of the levels are very different from the final game, there are a kind of heartless in wonderland where there aren’t supposed to be any of that species, and you’ll just notice a lot of general differences from the final game. Especially the HUD, which is nothing like the final game. Different sky color in Twilight Town, and you don’t go in that little underpass area to my knowledge.
In the gallery below you can see the gradual development of the game, with an early scenario that could have been used to test the gameplay. You can also notice a different hud, with magic bars: in the final game, there is no MP bar at all. Magic and items are both handled by numbers instead of a bar that depletes and refills.
Images:
In one of the beta screens there’s a place that seems to have been removed from the final game: it’s a grassy area with some broken columns (probably a beta Twilight Town). In another image we can notice a scene in which the player is chasing the rabbit in Wonderland, but that does not happen in the released game. Also, the area in the final version of wonderland seems more cramped than this one.
We can also notice that in one screen Roxas’ mugshot is slightly different from the final game. However, the old mugshot is still hidden in the game code as seen in the sprite rip from Barubary. There are actually SIX unused battle portraits listed in there.
In the July issue of Nintendo Power, the magazine told everyone that the worlds of Pinocchio and Traverse Town would be present in the game. Not so unfortunately. In the final game, those 2 areas were removed. However, a new sprite rip from Barubary has unveiled some other interesting mugshots that were unused but still hidden in the code. You can notice 3 character portraits from Pinocchio (Pinocchio, the Fox Honest John, the cat, and Gepetto). As Smouvy has made us to notice, if you play the mission where you face Guard Armor for the first time in the Colosseum, you’ll see flashes of Sora fighting Guard Armor in a fully modeled area of Traverse Town. So at least one area of Traverse Town did make its way into the final game.
Hidden in the game’s code there is also a Hercules character that doesn’t appear either: Megara.
Two more videos show a couple of unused scenarios: they were taken at a game conference back in 2008. It seems that these 2 unused scenarios were created specifically for that conference they were not intended for the final product.
Roxas and Axel in Twilight Town:
I don’t believe the scenarios or dialog ever happened as seen in this video. Perhaps a few parts did, but I know for sure that Roxas and Axel never fight that armored heartless beast in the final game. He does appear as a boss, but not in this scenario of this video.
Roxas and Xaldin in Beast’s Castle:
This one I know for sure has unused parts. For one, you only start out at that area once in the entire game. And it is not with the partner in that video (Xaldin). The events seen there do not happen, including the heartless ambush in the beginning. One more important thing- The potions you collect around the 2:05 portion of the gameplay are totally different looking in the final game. They just look like generic packages in the final. Same sound but different appearance. The boss there though did appear in the final game. There were some minor camera angle differences though.
Ninja Jajamaru-Kun: Pen wa Ken Yorimo Kyoushidegozaru was going to be a DS remake of the original action game with the same name that was released in Japan in 1985 by Jaleco for the Famicom (NES). It seems that something went wrong during the development of the DS remake and it was cancelled as reported in Famitsu. Jaleco was then closed down because of “increasing competition in recent years in the video game market”.
Granville has wrote an interesting topic in the U64 Forum, in which he showed us some misterious textures that seems to have been found by The Spriters Resource in the Megaman Starforce code. In these textures we can recognize various 3D models from the Megaman Battle Network series!
The problem is that there was no 3D MMBN for the DS and MMBN5 DS was just a compilation port of both GBA versions of Battle Network 5. It was pretty much identical to the GBA as it had the same 2D graphics apart from a couple of models. There were a total of 3 3D models in MMBN5 DS- Megaman, Protoman, and Colonel. The Megaman model that was found in MM Starforce could be from BN5, but that’s about it. Hidden in the MMSF code there’s Lan, some kid, a town, Lan’s room, and some net areas all in 3D and can’t be found anywhere in BN5DS.
As Granville has wrote, it could be possible that Capcom used “MMBN5’s engine as a base for Starforce at first. Likely they intended Starforce to be a true Battle Network 7 originally, but then they modded the game so much that it became its own series.” If this is trye, then these Battle Network 3D models could be the only remains from the original Starforce prototype.
You can read more info about these unused models at Mega Rock Blog!
Here are some beta images from MHFsilver, used in promotional videos and articles:
These images show a wide difference between the beta and final version. Some images include their beta version compared to their final version. For more information, you can check the Rockman EXE Zone Forum!
Thanks a lot to Granville, MegaRockReborn,tgarciao and MHFsilver for the contributions and huge props to MegaRockEXE for the find!
PS0 is the new chapter in the Phantasy Star Online series of games, that was released for the Nintendo DS the 25 december 2008 (Japanese version). When SEGA started to work on the game, various prototypes and different character designs were tried before to choose the final one. In the earliest stage of development, they recreated the Forest area from the original PSO Dreamcast on the DS, with Boomas and the famous Dragon. It seems that initially items / mesetas were dropped on the field when an enemy was killed, instead of coming out from the final-box that appears only after all the enemies are died, as it is in the final version of the game. Probably SEGA decided to remove the single-enemy drops because of the limited graphic capabilities of the portable console (with too many 3D objects on the screen, the game could have slow down too much). In other concept arts and screens, we can see a “more stylish” design for the characters, that looked more like the one from the original PSO. In one of the artworks there are even some “flamed-head” enemies with guns, but there are no enemies like that in the final game. All these images were show at the Phantasy Star Zero Christmas Party that Sega organized to promote the game on the 25 December 2008.
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