New Cancelled Games & Their Lost Media Added to the Archive

Spyro The Dragon [PSX – Beta]

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In the screen below we can see a beta version of Spyro The Dragon: the statue has another appearance in the final game and is not made of gold. The red gem inside the “return home portal” is not in there anymore. In the final game when the player touches a dragon statue, the dragon that is captured inside there will come out: the first dragon that Spyro rescues was called Silvus in the beta.

Also, Dirty Harry found some more differences in this beta demo:

  • Alternate music before rescuing Nestor.
  • Vortex looked more like the Dragon Pads.
  • Alternate dialogue from rescued dragons. Completely different voice from Nestor.
  • 1-ups are gold instead of silver.

Spyro was originally going to be a “traditional” green dragon but the developers chosed purple instead because it was more original. In the artworks, we can even see some different character designs for Spyro.

Thanks a lot to Lord Deathsaur, Dudaw and Dirty Harry for the contributions!

Images:

June 1998 Beta:

June 1998 Beta:

July 1998 Beta:

Change Log:

Gh0stBlade – Added June 1998 vids recorded by LXShadow/July 1998 beta video! 08/12/14

RS Links: unused missions in Frontier First Encounters

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Frontier: First Encounters is a PC video game released in 1995, where the player can go through space trading and combat simulator. It is the sequel to Frontier: Elite II (1993), which itself is a sequel to the seminal 1984 game Elite. The game was created by David Braben’s company, Frontier Developments. Many fans of the game refer to it by the shortened title of FFE. In the list of unseen-releated websites that Robert Seddon sent to us, there is even a page about some “unused missions in Frontier: First Encounters. (Retro Gamer #47 p. 31 quotes David Braben: ‘The real problem with First Encounters was that it was under an unreasonable amount of pressure,’ says Braben about the difficult project. ‘There was so much interference [from Gametek] that we offered all the money back so we could get out of the deal because I felt it was going to be a disaster. So that was a massive distraction and the game was nothing like what I wanted. As a lot of hackers have already found out there was a lot of extra story in the game that was closed off for the final release, because part of it didn’t even work.’)

At www.jades.org/brokmiss.htm we can read the unused missions text, extracted from the game: “As many of you know, FFE wasn’t finished when Gametek released it. It is possible to look at the contents of the main .exe file, and in the middle of a load of unreadable stuff the mission text is clearly readable. Among this are the missions we know about, but there are a number of other missions we don’t see. This page is dedicated to the missions which, for whatever reason, we have been denied. Note that these missions cannot be flown as the appropriate code is missing!”

Zelda: Twilight Princess beta analysis translated!

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I finally finished my english translation of the Zelda: TP beta article, originally written a long time ago by monokoma in italian language. I’m sorry if there are some errors here and there.. if you find any mistakes, just leave a comment and i will edit the text. Thanks!

The second Zelda for the GameCube (and the first for the Wii) had a long development of nearly 4 years, and the final game turned out to be a lot different from what originally appeared in 2004. Some areas and dungeons were removed, while the surviving sections were heavily modified. In this article we will try to analyze the history of the development of TP with the screenshots and the videos available. Read the rest of this entry »

Zelda: Twilight Princess Beta Analysis – Characters & Items

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[Warning: this article is just a translation from the original one in italian, there are some “lost in translation” parts, so the original version was more complete, but at least now we have an english version too. If you find some errors or some weird use of the english language, please send us a mail so we can fix them, thanks!]

[original article in italian by monokoma, english translation by Yota]

[Thanks to Evan & Sba sb3002 for the english corrections!]

OverworldTowns & Dungeons – Characters & Items

Beta Characters & Items

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Beta twilight enemies from the 2004 trailer. Their polygonal models are still inside the game, and you can see them using some GameShark codes.

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Beta design of the Gale Boomerang. Also, in the beta you obtained the boomerang inside a chest. In the final version, you get it after beating the monkey boss.

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A beta Moblin enemy, completely removed from the game.

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The HUD was changed during the development of the game. In the beta version, it seems that it was possible to crouch and possibly crawl using the R button.

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A beta cutscene from the 2005 trailer, where Colin crawls through the secret passage that leads in the village’s spring. You can still go through that passage, but the scene was removed from the final game and the player needs to find it by himself.

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A beta sumo match from the 2005 trailer. This area was completely removed from the final game. In the occasions in which Link fights the Gorons, none of the battles match the one in this scene. In the final version, the rooms where the old Gorons are found have sumo looking platforms. Perhaps in the beta a sumo battle was necessary to win the key parts.

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In this screen from the CDG 2005 video, we can see another interesting scene: Links is escaping from a giant spider, through a dark cave. This scene was removed from the final game, but it was probably just a different Armoghoma Boss Battle from the Temple Of Time. This could even be the boss battle for the removed beta temple, that it was later changed and reused as Armoghoma; infact, in the same video we can see a lot of parts were Link explores the removed dungeon.

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The magic bar was still in the game in the pre-release build, as you can see in this screenshot taken from the backcover of the final package. The bar is similar to the one found by using the lantern, only in green. It’s strange that in Twilight Princess there is no magic system to limit how much magic you can use. This image is a proof that in the beta version there was one, or at least they wanted to implement it. As you can see below, there are even more proof of the removed magic system from the game:

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A green chu chu jelly. As those who finished the game should know, you can mix the chu chu’s jelly in order to make potions with various effects. The green one is completely useless since the developers removed the magic system from the game. Normally, the green chu chu would recharge some magic. Unfortunately, Nintendo removed the green jelly in the PAL version of Twilight princess.

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With the GameShark, you can unlock the magic potion item. It was probably ment to be for sale in the Hyrule stores. [Source: SnakeGuy Album]

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Another beta item unlockable with the GameShark: the fire arrows, that could have been enabled with the help of the removed magic system. [Source: SnakeGuy Album]

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Black chu chu jelly, unlockable with the GameShark but removed from the final game. [Source: SnakeGuy Album]

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Another strange beta item unlockable with the GameShark. It’s very similar to the blue fire of ocarina of time. [Source: SnakeGuy Album]

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Yet another beta enemy. it was unused in the game but was left in the memory code. It’s unlockable thanks to the GameShark. It was probably used in the temple of time or in the Twilight palace.

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Beta design of the Imp Poes [Source: Youindia @ YT]

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Another strange beta enemy, it could be a different version of the flamed snails. Thanks to Funkymicio for the contribution! [Source: Youindia @ YT]

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This is certanly the strangest beta object still in game’s memory. A really odd-looking giant that was probably used just to test the dimensions of the various characters. [Source: Youindia @ YT]

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With the gameshark we can even use the beta design of the bombs. They’re much more simple and similar to the ones used in previous games.

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A really odd scene, where many gorons create some sort of a super goron. This enemy was removed from the final game. Maybe in the beta this boss blocked the access road to the Death Mountain. [Source: Quartoxuma @ YT]

For more beta images and videos, you can see our Zelda: Twilight Princess Beta Archive

OverworldTowns & Dungeons – Characters & Items

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Time Splitters 2 [XBOX/PS2/GC – Beta]

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TimeSplitters 2 is a first-person shooter available for the PlayStation 2, Xbox, and GameCube. The game was published by Eidos and developed by Free Radical Design, a company founded by some ex-Rare members. In February of 1999, 20 months before the release of Perfect Dark, several members of Rare who had worked on GoldenEye 007, including Steve Ellis, Karl Hilton, Graeme Norgate, and David Doak, left to form their own company called Free Radical Design. After they developed the first TimeSplitters, Free Radical Design began work on TimeSplitters 2, with the goal of creating a more fulfilling story mode alongside the Arcade and MapMaker modes. [Info from Wikipedia] In the beta version of the game, there was a different HUD and different design for some of the weapons. You can see a comparison below:

Thanks to Danny33 for the contributions & to Jay for the english corrections!

Beta Electro Tool:

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Final Electro Tool (beta HUD):

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Beta Laser Gun:

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Final Laser Gun (beta HUD):

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Beta Plasma Autorifle?:

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Final Plasma Autorifle (beta HUD):

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Beta Tactical 12-Gauge:

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Final Tactical 12-Gauge (beta HUD):

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Beta Soviet S47:

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Final Soviet S47 (with beta HUD):

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More beta images: