Nintendo

Donkey Kong Country 3 [SNES – Beta / Unused Stuff]

Robert Seddon has linked us to another topic at the DKC Atlas Forum, where The Kirby has an interesting theory about an unused DKC3 SNES sprites for an enemy that was later used in the DKC3 GBA port. The Kirby writes: “My theory is that the TNT Knocka, is actually an enemy that exists in DKC3 SNES’s coding, but was never used, and when the developers for the DKC3 GBA port discovered this enemy (among other things) they decided to save themselves the trouble and use all of these new gameplay elements to create Pacifica, where a few of the new levels contained something that didn’t previously exist in any of the DKC3 SNES levels. It was probably a way they could rehash the old as new.” You can read the full topic in here! Props to The Kirby for the find!

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Qyzbud has noticed that the following rendered background level with the KREM Co. sign (click on it for a bigger version) was never used in the final game, but in DK64’s factory level (Frantic Factory) had that name “KREM Co.” in it, on a clock somewhere and the world map for ‘Mekanos’ in DKC3 features KREM Co. written on the roof of the building where you fight the boss, KAOS.

dk3-unused-background

Zero7 has made us to notice another topic from the DKC Atlas Forum, where Kiddy14 has found a video with beta DKC3 scenes! Here’s a list of differences that you can see in the video:

1- The game’s subtitle was “Dixie’s Double Trouble”.
2- Arich’s Ambush doesn’t have a little branch in the right tree.
3- There aren’t any “happiness” indicators in Swanky’s Sideshow game.
4- The brother bear featured in the video moves weird, plus he’s gray. (The Brother Bear is gray because he is Blizzard)
5- No little boxes in the top-right part of the screen when visiting the brother bear.
6- Apparently Funky still wasn’t a mechanic, he’s still air-boarding!
7- Mechanos has no factories in it (in the world map).
8- Dixie stays in place.
9- Kiddy’s Idle is the same as his when winning a bonus for the first time.
10- There’s an odd dock level. To the left there’s a Y banana formation, a buzz and a steel barrel. Probably an early design from Lakeside Limbo.
11- Ellie in a snow level!
12- There are Neeks! In Doorstop Dash, Squeals on Wheels and Lakeside Limbo.
13- Dixie isn’t shaded.
14- THERE IS A RIPSAW IN BARREL SHIELD BUST-UP!
15- Bananas aren’t animated.
16- A banana bunch over the first Neek in Squeals on Wheels is missing.
17- A DK Barrel is missing in Barrel Shield Bust-Up.

More differences were found thanks to Discrosh:

  • The mice gauge is missing on Squeals on wheels.
  • The entire world map is different.
  • A mice is missing in Barrel Shield Bust-Up beginnig (below the missing DK barrel).
  • The Minkys and the barrel Shields are missing in Barrel Shield Bust-Up.
  • The “house area” in Skidda’s Row is different from all “house areas” in the Skidda’s Row final version.

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Gabrielwoj have found a game problem which seems that RARE Ltd. removed a Barrel Sprite but didn’t removed on it’s configurations. The problem is similar to MissingNo, the sprite have been removed in the game, but the configurations haven’t.

Kvinxx has made us to notice a topic from DKC World Club, where he found another ad of DKC3 but from USA. There are no noticeable differences.

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Mission Impossible [SNES MD GEN – Cancelled]

Before being released on the Nintendo 64, Mission Impossible was in development for the Super Nintendo and Mega Drive / Genesis, but soon the 16 bit versions were cancelled, to shift resources to the Ultra 64 one. The game was going to be similar to Flashback by  Delphine Software, as a side-scrolling action game with puzzles and gun fights. Currently we dont know which studio was working on Mission Impossible 16 Bit, but it should have been published by Ocean, as the N64 version.

If you have more info or screens about this lost game, please let us know!

Thanks to Robert Seddon and Celine for the scans! (Magazines: Joypad #44, Top Consoles #4, Console Plus #45)

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Eternity’s Child [GBA – Cancelled]

Today Luc Bernard announced Eternity’s Child 2: Retro Child for Wiiware. This sequel won’t use the same engine we saw in the first episode (that will be published soon); instead, it will be like a GBA/SNES game, because it was planned to be realeased on Nintendo’s old handled console. Wiiware-World has a video of the cancelled GBA version.

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Golden Sun [GBA – Beta / Unused Weapon / Debug]

Golden Sun is the first installment of a series of RPG games developed by Camelot Software Planning and published by Nintendo. It was released in November 2001 for the GBA, with a sequel, Golden Sun: The Lost Age, in 2003.

Golden Sun underwent a development cycle of between twelve and eighteen months by Camelot, which is considered quite a long period of time for the development of a handheld video game, and was described as a “testament” to the positive results a long development cycle can bring to a game. It was shown in early, playable form at the Nintendo Spaceworld Expo in Japan on August 2000. North American previewers received the game a few weeks before the release, and IGN noted that the experience of developing Shining Force for Sega helped Camelot develop a gripping RPG for the handheld.

Originally, Camelot planned to create a single title instead of a series, and in the extremely early stages of their project they had created a game design document for the one Golden Sun game to be on the Nintendo 64 console. When it became apparent the N64 was on its way out because the Nintendo Gamecube was coming in, Camelot shifted their focus to making a game on the handheld Game Boy Advance. [Info from Wikipedia]

In these old screens we can see a beta version of Golden Sun, with differences in the graphic style, in the characters design and in some weird places. The Kusanagi is a Light Blade that is found in the Debug Menu of the original Golden Sun. This weapon is impossible to access during normal play and can only be seen using a hacking device. Ironically, this weapon’s graphic is officially used in Golden Sun: The Lost Age for the Light Blade artifact Masamune. If it had been in the original game it would have been the most powerful Light Blade surpassing even the Kikuichimonji. You can find more info at The Adepts of Weyard website and at GoldenSun Wikia!

Thanks to Robert Seddon for these links!

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Fire Emblem 6: Fuuin no Tsurugi [Beta – GBA]

Fire Emblem: Fuuin no Tsurugi (The Sealed Sword) early beta screens from the game show different characters and graphic style. Different HUD and graphics are present, as well as Roy’s very different portrait. The weapon and item icons seem to be placeholders, as they’re all what look to be Iron Swords, but their names are different.

Thanks to Iven Allen for the contribution!

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