Grandia Online was a MMORPG being developed by Game Arts and published by GungHo Online Entertainment. It was announced in 2004 with a planned released in 2006, but the project was postponed many times and in the end it was released only 5 years later. In the gallery below you can see some images from the original announcement, with an early graphic and some different world areas, if you played the final game and can write a list of all the differences shown in these beta screens let us know!
Kiddo has made us to notice about a beta trailer for Mega Man: The Wily Wars (a compilation from Capcom containing remakes of the first three games) that shows an incomplete, buggy version where Mega Man doesn’t die, his jump animations don’t appear right half the time, and various other funny little things.
Mortal Kombat 4 is considered the 4th intallment of the Mortal Kombat series, 6th if you count MK3U and MKT. Released in 1997, it was the first MK game to use 3D graphics. It was first released in the arcade version and it would be the last arcade MK made. It was released on the N64, Playstation and PC in 1998, ported by Eurocom. An updated version was released on Dreamcast in 1999 called Mortal Kombat Gold, which was identical with the exception of better graphics, added players and a few more stages.
A new character named Belokk was intended to appear in Mortal Kombat Gold, but was cut from the released game. The developer of the game, Eurocom, sent information about the game with Belokk to Game Informer, and as a result, six screenshots of him were published. According to Ed Boon, Belokk was cut due to time constraints during development. Despite the mention of Belokk’s scrap, he was still rumored to appear as a secret character. [Infos from Wikipedia]
Actual secret characters can be accessed via rotating a specific box for a normal character, however when a player do this to Tanya’s box a question mark that was rumored to unlock Belokk appears, but it unlock nothing.
Since it was the first Midway 3D fighting game, the staff had many difficulties while in development, partly due to the fact the staff had doubled in size. Which means many changes were made and many interesting aspects were taken out.
Differences from the arcade version to the N64 version would include: Lower pixel rate and additions such as Goro being a playable character, extra costumes, and another arena called Ice Pit.
Pre-release trailers show Reptile and Fujin with God-O-Mite as their name in the lifebars. More then likely this was before they got to the name detail.
Kitana, Noob Saibot and Kano were orignally going to be in MK4. Kitana was then changed to Tanya. Noob saibot was taken in and out many times and replaced with Reiko. Jarek replaced Kano and for some reason was left with Kano’s moves, which caused many fans to complain because Jarek was hardly original. Noob Saibot can be accessed in the N64 version by a cheat, but was never in the Arcade. These characters were taken out mainly because Midway wanted more new characters in the game.
The hidden character Meat was originaly intended for testing.
Thanks to Pachuka and Sir_Brando for the contributions!
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.orgForum 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.
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!
At GDC 2008 Naughty Dog showed an interesting video about the development of Uncharted, (aka Project Big) with some footage from beta-test levels and a different character design for Nathan “Nate” Drake. Even Elena Fisher underwent changes during development: in the early version the character had dark brown hair, but in the final version the color changed to blonde and the face was altered.
Thanks to trainer15side and Juanan for the contributions!
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