As we can read on giantbomb.com, FX Fighter is a cancelled fighting game, used to promote the PC-FX and it’s graphical capabilities. A demo was shown at the Tokyo Toy Show in 1994. The game was a 1-on-1 3D fighter which used FMV to represent the characters movement. The game was cancelled halfway through development with only 3 or 4 characters done because the sheer size of the FMVs needed to complete the game exceeded the capacity of a single CD.
You can watch a couple of videos below, one taken from a promotional video made by NEC to promote the then brand-new system (shared by Dosunceste), another from AssemblerEx YT Channel.
Clockwork Knight is a side-scrolling platform / action game that was developed and published by Sega in 1994 for the Saturn. The game was shown in some magazines and VHS videos before the release of the console, and in this early beta version Clockwork Knight had some big differences, as noticed by Ritz in the Sonic Retro Forum:
Clockwork Knight looks completely different here; 92% of the levels’ foreground content was stripped from the game, the animations and movement physics are noticeably unrefined, Pepper has a different attack animation, the Toy Can has a fucking whacky damage routine (also with an unused animation), and the Lubancy character that wound up totally absent from the actual games is a functional enemy. And it’s all set to an original rendition of the game’s theme!
Black & White is a god / strategy game developed by Lionhead Studios and published by Electronic Arts and Feral Interactive in 2001 for PC. The project was in development till 1997 / 1998 and in the gallery below you can see some early screenshots, taken from various target renders, prototypes, tech demos and beta versions. The initial concept for Black & White was centered around teaching to an AI character, an idea that evolved into the god’s creatures that can be raised in the final game. As we can read on GameSpot:
The initial idea was to have a little boy or girl that you would raise and teach. The artificial intelligence would have to be incredible, letting you teach your titan how to autonomously operate in the world of Eden. For Peter Molyneux, the titan gave him the chance to bring back memories of his childhood, when his action figures would tower over the ants in the sandpit. “The amazing thing about the titan,” explains Barnes, “is the idea that it would start at the size of a villager and grow to the size of a mountain.” By the end of the game, players would have their own King Kong. […]
With only three months of work under Lionhead’s belt, Molyneux set off in June of 1998 to attend E3 in Atlanta, Georgia. There, in a makeshift room on the show floor, he unveiled the game’s concept. For each game he creates, Molyneux first builds a “test bed” version, which is the basic gameplay stripped of the usual accoutrements of fancy graphics and sound. For Black & White’s test bed, the environment was an isometric green wireframe world; each villager was represented by a little pixel on the screen. […]
Fingers crossed or not, in addition to showing off the 143,000 lines of code in the test bed version, Molyneux unveiled picturesque 3D renders of what he hoped the final game would look like. One of the renders even featured the horned reaper from Dungeon Keeper as a stand-in for the titan. […]
“The nanosecond I have a hand slap a human titan, it just changes everything,” explains Molyneux. “It’s OK to slap a little monkey–people don’t wince at that–but if you are slapping a little girl, it’s just not OK.” In addition, the team realized that the amount of AI a player would expect from a human creature would far outweigh what was possible. Thus, human titans were dropped from the game and replaced by a menagerie of anthropomorphic creatures ranging from sheep and lions to turtles.
Contra Rebirth, a run ‘n’ gun downloadable game from Nintendo’s Wiiware service, released in Europe on September 9th of ’09, and America only 3 short days later, with one big difference. The European version has a code to access the games debug mode, allowing you to modify what weapons you have, give you invincibility, and access the game’s only remaining test level, which oddly enough, strongly resembles a level from Super Mario Bros. Unfortunatley, in just those short 3 days before the US version’s release, the debug mode was removed from the US version, while the European version kept it. Also odd, is that the Japanese version released first (05/12/09) and yet the European version is the only one to have the debug mode.
Ardy Lightfoot is a platform game developed by ASCII that was released in 1993 for the Super Famicom (Japan) and in 1996 for the Super Nintendo (USA and Europe). It seems that a beta version of the game was somehow leaked online, as we can see many videos from this early version on Youtube. More info on the differences in this beta are available at Flying Omelette!
Ardy’s speech bubbles are differently coloured, and Nina looks different.
The prologue stage is completely empty of stars
The push block gets a new graphic in the final, presumably to indicate it can be pushed and isn’t just scenery.
The beta presents a chest with a bomb, while the final does merely places it next to the wall and requires being moved closer.
The tunnel you fall into requires awkward walking to venture through, while the final makes a little more sense by having you slide through it.
The beta version of Scene 2 is very unfinished and different
Catry has all new sprites, but they’re pretty bad in comparison to the final ones
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