Explodemon! is an upcoming 2.5D side scrolling platform game in development by Curve Studios for PlayStation Network, Microsoft Windows and WiiWare. The project is described as “what Treasure would create if they mixed Yoshi’s Island with Half-Life 2”, and is inspired by elements from games as diverse as Street Fighter II, Halo, Super Metroid and Bangai-O.
In the personal blog of Jonathan Biddle, Design Director at Curve Studios, we can read an interesting series of articles about the development of Explodemon!, with images and videos from its early prototypes. From his blog Jonatahn also released the December 2005 Explodemon proto, that you can download from here. Huge props!
There were always new games concepts bouncing around at Blue, and Jamie had a few, one of which was Exploding Robot 12. Jamie’s concept went something along the lines of humanity’s last hope – a robot that couldn’t stop himself exploding – being sent out to destroy the alien menace that was threatening all of mankind. From what I remember, it wasn’t so much a platform game, as an action puzzler, where you had to navigate sections that you didn’t want to destroy, as well as blow up the enemy spacecraft and whatnot. I always liked the idea, and my recent explosion-based thoughts lead me to wonder if it would translate well to a platform game. I mentioned it to Jamie and he was up for me carrying the idea on. The early builds even had the codename ‘R12’.
For more info on the Explodemondevelopment, check One Bit Beyond!
Videos:
For comparison, here’s the trailer from the final game:
The Legend of Zelda: Spirit Tracks is the second Zelda game for the DS, developed by Nintendo EAD and published in december 2009. The game was originally announced at the GDC in March 2009, so in the first screens and video released there are not too many differences, but Kirby64 was able to notice some interesting beta-changes:
These trees were moved and used in the snow realm
The floor blocks (swirl circle and the square) are changed in the final game
The purple thing (I think it’s a whistle?) was to call over the phantom,but in the final game it was changed to “Call” and the circle was blue not yellow. the phantom icon was changed to a pinkish color and it had pink eyes.The circle swirl on the phantom when it moves the color was green in the beta game but pink in the final game.
This picture here is going through the forest
the pole color was changed to a green color
this bullseye was changed to a x in the final game
this whip was remove and replace with a snake whip. I was reading a forum that the snake whip came from earthbound (note by Bill: the rope snake is from Mother 3)
this tunnel was remove from the forest realm and move to the snow realm
This was the cave going to the snow sanctuary and in the cave you found the monster that the anouki villagers were talking about,in the beta game I think this cave was going to the forest sanctuary and you had to defeat the moster.
Some more differences were noticed by Bill: in the first video you can see the train tracks on the DS differ from the tracks in the final game, and some land was changed into sea at the bottom left corner of the forest realm. Also, some town locations were switched around judging from the map. There are more few small changes in the trailers as the wooden shields used by those Zora Warriors were made into steel and some guards that are missing in the cut scene where Zelda gives Link his certificate.
Also, Gabrielwoj found some interesting things inside the ROM directory, let’s take an look;:
On the sound files of the ROM, there is an unused track. It’s the overworld of Phantom Hourglass. Maybe, doing the early development of this game, the team just was testing the music with this overworld for the new zelda, Spirit Tracks. The song was never used, and it’s on the ROM file. Maybe this song was to be overworld theme of the spirit tracks (yeah, the train navigation), but they decided to make an another, not just like from Phantom Hourglass
Interesting tough, it’s the boss battle music of Phantom Hourglass, again, the same copy and paste from the Zelda game to the another, I really don’t know why, but the music don’t makes any sense with the game, I mean, most of everything is by Pan Flute
At the Spirit Tracks rom, at the path data/MapObj/, there is a file called “DNGN.narc”, extracting this file, will have an “NSMBD” file, it’s the 3d modeling for DS games, this model is the Temple of the Ocean King of Zelda Phantom Hourglass, it’s the same exactly model and textures, an result of copy an paste (NOTE: DNGN file looks DUNGEON with 4 letters, at Phantom Hourglass rom, it’s called “temple_main.narc”, extracting it will have the same dungeon, MAIN means: The principal temple, if you remember, it’s the first Dungeon you enter in the game and the principal of the Story)
Inside the ROM, there is an Dbgfont, maybe, for Debugging:
First of all, for this image which will come, I have never heard that the Spirit Tracks was on an E3 (It was only announced, but not been played, as I know), as been said at the image, it was on E3 2009, some leftover images (already organized for better look) [Second image may look with E3, at the file name, it was E3x, and the palette don’t looks right]: E3 Image Screen 1(CLICK for view) and E3 Image Screen 2(CLICK for view)
Thanks to Kirby 64, Bill and Gabrielwoj for the contributions!
You can find more info about Zelda: Spirit Tracks in the Zelda Wiki!
Escaper is a cancelled action / adventure game that was in development in 1997 by Sony (SME) for the original playstation. Players would have been able to create their own super hero, to resolve puzzles and fight enemies. The game was shown at the Tokyo Game Show 1997 and few screenshots were published in old gaming magazines, but we cant find any more info on the project. It seems that Escaper was never released, but it could also be possible that i was released under a different name, at least in Japan. If you recognize this game, please let us know!
Nuclear Strike is a multi-directional shooter developed by Electronic Arts and released in 1997 for the PlayStation and PC. DCodes7 has noticed that there are some data files named “E3*” in the game’s disk, that are probably releated to a beta demo that could have been used in a past E3 to show Nuclear Strike to the press. Luckyly this beta demo can be freely played by typing the code “LIGHTNING” in.
The beta level is unfinished, the mission and its terrain is based off the second level of Nuclear Strike, but with lots of incomplete edits. More than half of the area is empty and has no live action FMV’s of its own. When completing all objectives you will hear a message saying “Thank you for flying strike air, we know that you have a choice of many games to play and we appreciate your time to play us.”
Also note that the “LIGHTNING” code for the beta level never appears in Nuclear Strikes campaign and the only way to know of its existence is to look up the code on the net. You can see this unfinished level in the videos below.
Hachi Koi is a cancelled “love simulator” that was in development by Electronic Arts for the DS in the Japanese market. The game was announced in 2008, but in december 2009 Famitsu reported that the project will never be released. From Adria Sang’s blog we can read more about Hachi Koi’s “plot”
Players learn from the death god that they’re going to die on their next birthday, which happens to be one month away. There’s only one way to avoid this fate: fall in love and make someone fall in love with you.
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