Thanks to a post on Sabre470, we know that a sequel of Forsaken was in development at Acclaim Studios Teesside, but was soon cancelled because of the death of Acclaim. The game would have been in the works for XBOX and PlayStation 2, but only a small racing demo remains as a proof: as Sabre470 has wrote: “The demo is only one level so far and enables you to control the vehicle in a tunnel and race throuhg”. You can see some screens from the proto in the gallery below.
Sabre470 is currently selling the Forsaken 2 proto, so if you are interested, send him an email to [email protected] (remove the -NOSPAM-)
Zero7 has brought to our attention some differences in the early version of Pikmin 2: “In one of the photos the white pikmins don’t have red eyes (looks like a palette swapped yellow in that little window on the bottom). In another screen there’s .. a yellow potion? Wasn’t it red and.. blue/purple? Yeah, top was purple, bottom became red. Olimar’s Health looks off. Same with purple, model is fine, picture on the bottom is missing their features. In another image there are almost 20 potions.. no way you can get that many so quickly in ANY area of the final version, also that area doesn’t exist in the final (99% sure).
In a scene the red pikmin was inactive, but still colored, probably not a beta problem and I’m just remembering wrong, but I could’ve sworn they become a little lighter when they’re inactive. In the beta both players are using Olimar as their health, one red and one blue, but Louie gets his own icon in the final. We can even see the “Debug mode” in some of the screens.. and still using yellow potions, which dont exist in the final; maybe it was planned to choose between 3 different potions. The thing that goes down into caves with you looks different, like a lot less detailed than the final. In general all the pictures pre MAY 4 2004 are missing the second health meter for Louie and they all had different numberings for the pikmin count in the HUD (Beta: 0043 – final: [space][space]43).”
Also, in the videos below there are yellow and blue bolborbs, which are different in the final version (they are orange with black faces and green eyes). As we can read in Pikmin Wikia:
Two Bulborb subspecies are known to have been cut from the final versions of the Pikmin games. Both colors match those of the three main Pikmin types. Along with the Red Bulborb, each basic Pikmin type would have a fitting Bulborb had these not been removed. Naming used in the game’s data makes it clear that these became the Dwarf Orange and Hairy Bulborbs in the game.
As we could see in Pikmin [GC – Beta / Prototype / Unused Stuff / Debug] page, the pikmins were supposed to be black in the first time, however, Shigeru Miyamoto didn’t liked it, due not having any facial features, such as nose and eyes. However, in the game data folder, mostly, or all the files, redirected to Purple Pikmin, are named as “Piki-Black” (configuration/models/textures), meaning that in the first states of the game, the black pikmin would appear in the sequel.
Screenshot of BMDViewer:
Thanks to Zero7, kieranmay, Foulowe 59 and gabrielwoj for the contributions & to Jay for the english corrections!
Update: Unfortunately the team never finished the project because of technical issues related to the impossibility to incorporate actors into the new scenarios they made. But thanks to Akito_Kun a playable demo of the mod was shared online.
The Ocarina of Time Beta Restoration Project was a mod who’s goal was to remake the entire (or as much as possible) Beta version of Zelda: The Ocarina of Time. Now, there are several beta versions. They were focusisng on the A+C version, where there was only adult link. So the game was adult link only. There was a massive number of things from the beta being revived.
Beta attacks such as the jump strike and sword beam attack. All attacks and interface modifications were programed directly into the game, so no cheats needed. And of course, the original A+C interface was there, as well as a integrated textures to make the game look as legitimate as possible.
Beta Items include:
Bomb arrows
Medallions
Equippable fishing rod.
Reed whistle for calling Epona
Beta areas such as:
Original graveyard (flat, very different layout)
Castle Sewers (original method of escaping castle)
Beta castle town (3D and explorable)
Lost woods (3D, has multiple trails leading to places, and no tunnels like final version)
And more!
Old Project News :
Currently ZM90 has not touched the beta restoration stuff in months and TBT just recently reformed, they are not done with the demo, and they are just getting things back to normal. Their plan is to release a playable demo of the Zelda 64 Beta Restoration in the following months. Due to internal issues in the team, it’s possible that the Zelda 64 Beta Restoration will never be finished.
Kid Kirby was meant to be a “prequel” of the series, a platform game with a younger Kirby (with hair?) that was in development at DMA Design, the makers of Uniracers, Silicon Valley and Lemmings. A little image from this game was already seen in an old magazine, but only recently we found more concepts from the project, thanks to a flickr account from an ex-DMA developer. From an article on Gamasutra we read that Kid Kirby “was to be a showcase for the SNES mouse, but the mouse did not sell that well and the game was not great when played with a joypad, so it never saw the light of day”.
Additional Kid Kirby renders were discovered on a 1995 Nintendo Source Book binder intended for retailers. These pictures were taken by Tomato and Heidi Poe of Earthbound Central.
You can find more about the Kirby series in the WiKirby!
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