ODT, Or Die Trying, is a video game created by Psygnosis for the PlayStation and PC. Its style of gameplay is a 3D action adventure, with some RPG elements. Playing as 1 of 4 characters, your goal is to explore the “Forbidden Zone” to look for gas canisters to reinflate your balloon, which had crashed on the roof of a mysterious tower. Along the way you solve puzzles, battle monsters, and so on. A N64 version was completed but never released, though it has somehow been leaked online. [Info from Wikipedia]
In 2020 PIKO Interactive have announced that they have acquired the rights to the game, which includes the unreleased Nintendo 64 version.
Thanks to Henrique Resende,Vaettur and Vitas Varnas for the contribution!
FullMetalMC has sent to us a mail with some interesting images and infos: “These are debug rooms from the original Paper Mario, taken by me using various codes found by others. You can see different rooms:
but dont save or your stuck there – a strange forest debug that seems to have been used to test the camera: moving around will make the camera move around. – a mirror debug room. – a really weird room: when you first enter, theres a bunch of Koopas in a line, but when you talk to them they change into your helpers while a circular wave continues to form around Mario. – a pipe debug room: none of them work. – a room with a big purple circle in the back that was originally used to test Goombarios out of battle skill but the message was later changed to the mini game thing. Goombario tells you information about places and enemies but he has no info on all debug rooms except this one. – the strangest one out of all of them, has a MARIO RPG text on the floor, that might be an extremely early logo. For some reason the screen kept flickering while i was here, only stopping at certain times. If you have a helper out, instead of following you he begins to fly around the room. Theres some numbered exits that use a font that reminds me of Super Mario 64 and i dont think that font was used anywhere else in Paper Mario. These exits (well at least the ones that work) will take you to different periods in the story.”
Thanks to Jose Felipe Riveros Navarro that has sent to us even more images from the debug rooms, we can see a “Pow Block” unused in the final game, another debug room with some strange wooden platform, an hidden star-piece in the Forest debug room and the Koopa Tropas queue!
Hackers also managed to find two enemy names that went unused, D. Paratroopa and Albino Dino. D. Paratroopas moved to the game’s sequel, Paper Mario: The Thousand Year Door, and while Albino Dinos did appear in one room of Paper Mario, you never actually fight them. Even more weird, Goombario even has Tattles for these unused enemies:
– This is a D. Paratroopa. D. Paratroopas are Para- troopas who live in the Toad Town Tunnels.
Max HP: 8, Attack Power: 3, Defense Power: 2
Hammer attacks won’t work because they’re airborne.
They’ll lose their wings if you jump on ’em.
They’ll become Dark Koopas when they fall, but be careful! They’ll do a dizzy attack once they’re grounded.
– This is an Albino Dino.
Albino Dinos are the guards of this frosty place.
Max HP: 8, Attack Power: 4, Defense Power: 4
Fire attacks won’t work.
Their defense power is huge, so let’s reduce their HP steadily using our strongest damage-dealing attacks.
Goomther managed to find their battle data using a battle modifier code, and the enemies seem to be fully functional! Check the video below to see them.
During its drawn-out three year development cycle, Earthworm Jim 3D changed publishers several times. This caused some problems as the game was based on the Earthworm Jim TV series which by the time of release, had been off the air for over 3 years. Also many locations displayed in early versions of the game are nowhere to be found in the released copy (such as a level set in a house, where Jim is ant-sized), and locations that were kept from early screenshots changed drastically before release.
In some cases, entire characters were changed – originally, Evil the Cat was to be the boss of Fear, but was changed to Professor Monkey-For-A-Head at the last moment, although his face can be seen on the records and record needles in the level “Boogie Nights of the Living Dead”. Additionally, Evil Jim, Earthworm Jim’s evil twin from the TV series, was reportedly a part of the game. Early screenshots also display Jim riding his Pocket Rocket. The characters of Earthworm Jim had to be redesigned for the shift to 3D. When the game was almost three quarters done, it suffered from framerate problems and poor animation. [Info from Wikipedia]
Also Makubeku noticed that the eye window its squared on the beta instead of how it was on the final! A beta demo was found by Nes World (as you can see in the video below), but we are not sure how many differences are in there.
Aidyn Chronicles: The First Mage is a video game developed by H2O Interactive and published by THQ. It is one of the few console RPG released for the Nintendo 64. Due to a combination of the poor reviews and even poorer sales, projects for a sequel were dropped. The game has developed somewhat of a cult following, leading some groups to try to remake the game for Wii or DS homebrew with improved graphics and more rigorous bug testing. [Info from Wikipedia]
In the gallery below you can see some screenshots from a target render that was created in the early days of the project, when it was still know as “Nomen Quest“. In these images the graphic was much more detailed and definited than the one in the final game. Some other screens are from a later beta version, with a different HUD.
Thanks to Myron Mason, we found out more beta differences in these early screens:
The beta for Aidyn Chronicles is indeed very different from the finished game. I have the game and I can already noticed the major differences. The characters are either wearing different clothing or have different colored versions in the beta version and the compass and solar/lunar indicator are different as well. Some of the monsters looked different like the Minotaur as well as the cities. For example, in image 5 it shows the observatory in Gwernia castle, the first city you basically start in. It stands next to the shops and is black in the beta version, but in the finished version it is inside of the castle.
Also, it appears that in the beta version you could pick who you wanted to represent the party when walking around outside of battle. And you could also make that character carrie a weapon around with them. In the realeased version, only Alaron (the main character) represented the party and no weapons could be carried around.
Update: Lisa wrote to us for some corrections:
Although I do realise Myron Mason is only claiming he has the retail game and has spotted some differences in the beta pictures it should not be there as non of it is true. The only true part is that clothing is different on a very few characters.
If you played the game and you can notice some more interesting changes, please let us know!
Cavalry Battle 3000 is a cancelled Nintendo 64 game that was in development by Japan System Supply. There is not much information on this project, but it seems that it was going to be a racing game with gameplay somehow similar to Road Rash, in which the player has to fight his opponents while trying to win the race. At the moment only a single screenshot remains from Cavalry Battle, but we hope that more images and info will be found in the future, maybe in some old Japanese gaming magazine.
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