Nintendo

Mario Kart [DS – Beta / Kiosk Version Comparison]

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Mario Kart DS - Beta

Mario Kart DS have some interesting beta differences. This game was going to include a few more tracks, such as Mario Circuit from Mario Kart: Double Dash!! (no obstacles etc.), which was probably replaced by GCN Luigi Circuit, a Koopa Beach-type track (nokonoko_course), and Mario Kart: Double Dash’s Block City battle area, which is unfinished. There was also an mysterious “Dokan Course” stage, as well as a simple, circular test area (test_circle) smaller than Baby Park; both of these (and the latter one for sure) could’ve been debugging stages not planned for inclusion in the final game. These areas can still be accessed using Action Replay DS (No textures) or ROM Hacking (with textures.)

Waluigi Pinball was also very different in betas, with fairly different music and no pinballs, and the objects looked very different, albeit probably a programming error. Demo copies of the game actually showed it with quite a few object differences (such as more bumpers and a less direct launch towards the beginning). The demo version also had a DK Pass-like course with a grassland theme rather than a snow one, with a lone Thwomp near the finish line, as well as many other small differences mostly regarding walls and jumps. It was replaced with the above course in the final.

Finally, demo version released for stores by Nintendo depicted the Chain Chomp (which could not actually be retrieved in the demo version itself) as an item; it is presumed that this Chomp munition would work in a manner similar to that of the Chain Chomps in Mario Kart: Double Dash!!, making it likely that Chain Chomps were removed from the game in favor of Bullet Bills. The item roulette actually used placeholders from MKDD as their icons, so it could have just been carried from there.

Also, DRMARIOX and Falcon88 made us to notice about some other differences:

  • GCN Mario Circut has no hazards (ex. No Trees or Chain Chomps)
  • Chain Chomps have no mouth animation

On DSHack.org Forum has shared the “Mario Kart CW Tri” hack, with most of the Beta tracks playable with textures. Also at www.mariokartcw.org you can read all the Beta info that they found with hacking. Thanks to DSHack.org / Mario Kart CW Project we also know about the Beta Character and Cups:

  • E.Gadd was planned for MKDS.
  • The Retro GP used to be called SNES Cup, N64 Cup, GBA Cup and GCN Cup.

Mario Kart DS - Kiosk

First, what means a Kiosk game?

A Kiosk game are the free distributed games in such in conferences, stores or promoted places.

Mario Kart DS Kiosk have been released on the download station, 4 cups to play (2 from DS and 2 from Retro). And the classic characters to play.

But, Gabrielwoj have found some miscellaneous stuff that probably have been cut from the game:

  • Exploring the game, there is some Japanese menus. Which seems to be an old main menu to the game. The menu also illustrates Karts from Mario Kart Double Dash, it’s still unknown if the mechanisms of the game should be like Mario Kart Double Dash:


*Click it for enlarge*
Translated: (Thanks to Susumu for translating!)

*Click it for enlarge*

  • Probably, a minigame could be unlocked when progressing the game, Mario Bros. sprites are still banked in the game:


*Click it for enlarge*

There is even the pause:

Susumu’s translation:

  • Unknown:

Comparison:

Analyzing the game sprites of Kiosk and Final version, we can see little differences, such as in menus, in the physics, on the musics and others.

Item comparison:
Beta/Kiosk

Final

In the Kiosk version we can see some different styles in the icons. But we can notice too that they are sightly more shaded, or flipped.

Map Icons comparison:
Beta/Kiosk

Final

In the Kiosk version, there is some other effects, such as crashes (which sent the player diagonally to the side.), turbo in the game (which didn’t have a blue effect near the tyres)

In the Final version, the counter goes to 3x to 1x, in the Kiosk version, it only shows 3x and 1x

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Thanks to Borman for some of the videos and to UltimatePisman/YamiHoshi(.nl), DRMARIOX / Falcon88 and Gabrielwoj for the contributions!

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Trium Planeta [GameC / PC – Cancelled]

Trium Planeta was a prototype for a game in development for PC and Gamecube at F4 (formerly known as F4-Toys), a French video game developer based in Paris composed of former staffers from Adeline Team and No Cliche, including Frederick Raynal. From what we can see in the screens and learn from the little information available on the project, Trium Planeta was going to be an action adventure / brawl fighting game, but not much more info is available. Trium Planeta was officially cancelled in 2005.

Thanks to Robert Seddon for the contribution & to Jay for the english corrections!

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Fire Emblem: the Sacred Stones [Beta / Debug – GBA]

Recently a beta version of Fire Emblem the Sacred Stones has been found. It is a very early version of the Sacred Stones and contains many differences. This pre-alpha ROM uses many things from the previous game as placeholder; even the title and menus from the Blazing Sword are still there. The game opens up with a debug menu that is identical to the one from the Blazing Sword prototypes. Although the game does have some of the stages programmed in it many of these still need much work. Some do not yet have enemies and have a level two Cavalier as the only enemy. The game’s own music has not been implemented and certain moster enemies are missing battle artwork. Many character portraits are absent; those that do exist were changed in the final. These alterations are mostly minor but some characters were changed quite a bit. Also Ephraim’s name was originally Izark.

Alpha on the left. Final on the right.

Alpha on the left. Final on the right.

Debug Title Screen

Debug Title Screen

Additional information from Serenes Forest:

  • Amelia has Tana’s role; her class was planned to be a flying Trainee.
  • L’Arachel has a variation of Tana’s portrait, while Tethys has a variation of Neimi’s portrait.
  • There was a Wyvern Rider called Nate planned Ephraim’s name was planned to be Irzark (seen in the debug menus).

These characters were changed drastically in the final.

These characters were changed drastically in the final.

  • Many of the World Map locations have different names. Some of the battle map layouts are slightly different.
  • In Chapter 6, after Eirika hands over her bracelet, the Grado soldiers kill the civilians in front of her eyes.
  • At the end of Chapter 6, Saleh appears and kills the boss with a critical attack. Chapter 6’s battle map is the same as Chapter 11’s (Eirika’s route) in the retail version.
  • The boss of Chapter 8 is Dyude Rubarth, one of Grado’s Seven Generals, also known as the Black ?-stone.

By using the debug options one can remove an enemy's weapon. By doing this one can find sprites that are not normally viewable.

By using the debug options one can remove an enemy’s weapon. This shows sprites that are not viewable in normal gameplay.

  • Eirika promotes at the beginning of Chapter 17 The Final Chapter is comprised of just one map.
  • The Tower of Valni has two extra stages- seen in Floor 2 and 3.

You can find even more infos at Serenes Forest! Props to them

Below you can see a bunch of scans from Fire Emblem: Sacred Stones beta, before it came out. You can see its earliest scans (first reveal scans) where the first couple chapters are different and there are different animations and mugshots for some characters. The stolen prototypes (they were stolen from Intelligent System’s network) seem to have some content from this earliest version, but also content that wasn’t present in the earliest OR the final version.

Thanks to Iven Allen for the scans!

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Stuntman: Demolition [Wii – Cancelled]

In 2007, THQ-owned and now closed Locomotive Games developed a Wii game called Stuntman: Demolition. While both PS3 and Xbox 360 got Stuntman: Ignition, the Wii console was to get its own iteration. Due to mediocre sales of the Xbox 360/PS3 version, THQ decided to cancel the project and instead retired the whole franchise.

Stuntman: Demolition was the first title in the franchise which should have got an ongoing story and characters. You will find some character and vehicle art below.

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Yoshi’s Island 2 [DS – Beta]

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Yoshi’s Island DS (which was initially referred to as Yoshi’s Island 2) was originally going to be compatible with Nintendo Wi-Fi. Also, one early screenshot showcasing a battle with Big Guy the Stilted seems to suggest that Big Guy was once going to be organic, as he had no patches on him in that picture (although one patch was visible near his right foot, which may merely mean his graphics were slightly incomplete). Finally, one screenshot of an unknown origin shows a Black Yoshi traversing a flowery area with Baby Peach. The particular event illustrated in the picture doesn’t seem to be left in the final game. Baby Peach’s cry was also going to sound more adult- like. [Info from Mariowiki]

Hiccup noticed more differences in the beta videos below:

Video 1:
Different Colour Yoshi’s Maybe?

Big Guy is red like normal shy guys

Video 2:
Classic sound for baby getting on Yoshi
Jumping on bouncy spring Yoshi does different noise
Different jumping Yoshi voices
Quicker egg swallowing?
Pop noise for egg?
Different sound for talking block?
Different sound for red steps appearing?
Different sound for turn pink wheel platform?
Car horn sound for stork stop
Different sound for baby peach crying
Yoshi cant stomp shy guys
Pipe leading up in underground area instead of hole
Different sound for going through middle ring
Different sound for defeating puritan plant
Different enemy, talking block, and flower placement
Completely different end level jingle
Different noise for counting up score

Video 3:
Different Level name display
Different level beginning drums
Different Placement of arrow at beginning with giant tap

Video 4:
World 1-8 Gilbert The Gooneys Castle (final version) has a different the over music (probably because they haven’t finished the music so every level has the same)
The boss of that level has over music too

Video 5:
3D coins and different Yoshi voices (jumping on bouncy jump board)

Also Kieranmay noticed some more differences in the beta:

Video 6:

when yoshi’s got hurt with baby peach on his back, her cry was different like a childs voice
when you swap babies there is a siren which is not in the final version
at the end the music is different when you reach the goal and then when the score is shown (no music is playing)
right at the start, the bongo music sounds different from the final version
baby wario wasn’t present in
on the title screen the birds eye view of yoshi’s island is just stood still but in the final version it shows you all around each side of the island

And adanfime noticed that on video 4 it is shown that Yoshi can run with Baby Peach, when on the final game, Yoshi can only run with Baby Mario!

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