Nintendo

Megaman Starforce [Beta / Unused – DS]

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!

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Tower of Goo Unlimited [Wii – Concept]

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Tower of Goo Unlimited is the original prototype, made some years ago, of World of Goo, a famous indie game for Pc and Wiiware. Even if you can create only a tower in this concept, the basic gameplay and the graphic style are essentially the same as the released version. There is a level called “Tower of Goo” in the final game, but it is much more  technically refined.

2dboy has a prototype section about the development of World of Goo.

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Red Steel 2 [Wii – Prototype / Beta]

Red Steel 2 is the presumed sequel for the famous FPS that was released for the Wii in 2006, a project that was in development at Ubisoft Paris / Montreuil (this studio was also responsible for Red Steel 1) in 2007. It seems that these screens and documents were taken from an early, different concept of the project, some of which are from a set of “fantasy themed levels” (maybe for bonus missions or multiplayer modes).

Development of this Red Steel 2 prototype was stopped in October 2007 when Ubisoft raised concerns about the game’s quality. Since then, Ubisoft Paris started from scratch and a “new” Red Steel 2 is planned for a release in 2009. Ubisoft Montreuil went on with making Rayman Raving Rabbits 2 and TV Party.

Thanks to Hey Hey & SG for their contributions!

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Mega Man X-3 [SNES – Unused Stuff]

Mega Man X3 was released in 1995 by Capcom. It was the third game in the Mega Man X sub-franchise and the last to appear on the Super Nintendo. GoldS has found some unused objects and behaviors that were still hidden in the game code, and you can see them in the following videos. Props to him!

Ian has made us to notice that:

Video 1:

  • The Ganseki may have orinnaly droped spiked balls on Zero in the intro stage, In the final the spiked balls just drop from the ceiling.
  • The Wild Tanks may have orginaly been completly submereged underground as to surprise the player but, in the final the “arm” is left out as to give the player an advantage.
  • Looking at the bottom entering door in Hornet’s stage may have been a test for doors that enter from another side that the right, Like in Mega Man 1 witch had doors that oped from the top and bottom of the screen.
  • The Ride Armor Boss may have been a test for a possible fight with Vile’s Ride Armor on Auto-Piolt or somthing, It may have been a fortress level boss as when defeated X does his victroy pose and warps out(Like finishing a end level boss), In the final Vile is in his Ride Armor before it’s destroed.

Video 2:

  • The Harmfull Carry Arm may have been a trap confusing players into
    taking damages, or the orignals may have had a timer so that if the player took too long they would begin to take damage.
  • For the Upside down enimies they may have been a time when these enemy types would cling to a ceiling to attack and or surprise them.

Thanks to Bowsersenemy and xMrNx we can see some unused Zero sprites and a strange W Meter bar that are still hidden in the game code. It seems that the unused W meter could be found in the memory of MMX 1 and 2 as well.

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Peach’s Castle [GameCube – Tech Demo]

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In 2002 Nintendo sent various developers a GameCube interactive tech demo in order to show them the graphical capabilities of their new console. In this tech demo you can move an arrow through Peach’s Casle and in every room you can see a different graphic effect. It was never released to the public and could have been lost forever, but luckily sometime ago the Peach’s Castle Tech Demo was leaked online and it can now be preserved.

Update: it seems that this demo was used  in the 5-22-01 GameCube SDK. The official Nintendo description says: “There are eight rooms (stages) available for introducing various features and effects. In addition, there are two demo modes available for giving effective demos: normal demo mode and auto demo mode. In normal demo mode, users move from room to room using an arrow, and each feature is introduced. In auto demo mode, the camera moves automatically from room to room and each feature of each room is introduced. The total time required for all rooms is 4 minutes 30 seconds.”

Thanks to Jay for the english corrections!

[spoiler /Click here for the tech-demo info/ /Hide the tech-demo info/]Stage Number: 1
Stage Name: ENTRANCE
Total Polygons: 50640
Total texture size: 2260 KB
Total modeling data size: 1027 KB

Stage Number: 2
Stage Name: DOME
Total Polygons: 17571
Total texture size: 5930 KB
Total modeling data size: 324 KB
Feature shown: large textures, mipmaps

Stage Number: 3
Stage Name: SPIRAL STAIRCASE
Total Polygons: 29754
Total texture size: 1120 KB
Total modeling data size: 639 KB
Feature shown: bump maps, specular maps, shadow maps

Stage Number: 4
Stage Name: HANGAR
Total Polygons: 34111
Total texture size: 2157 KB
Total modeling data size: 591 KB
Feature shown: antialiasing

Stage Number: 5
Stage Name: CAVE
Total Polygons: 30051
Total texture size: 1241 KB
Total modeling data size: 478 KB
Feature shown: local lights

Stage Number: 6
Stage Name: CINEMA THEATER
Total Polygons: 15253
Total texture size: 2673 KB
Total modeling data size: 250 KB
Feature shown: texture projection

Stage Number: 7
Stage Name: METAL MARIO!
Total Polygons: 5330
Total texture size: 1859 KB
Total modeling data size: 149 KB
Feature shown: environment map

Stage Number: 8
Stage Name: How Many COINS?
Total Polygons: 92160 (768 objects * 120) + 504
Total texture size: 159 KB
Total modeling data size: 26 KB
Feature shown: maximum polygons[/spoiler]

Thanks a lot to Marco / Grotesque and 50CALBR for the contributions!

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