Mega Man Universe is a cancelled 2.5D platformer game that was being developed by Capcom for XBLA and PSN. It was officially announced on July 16, 2010 with a short video made by Iam8bit.
Its first gameplay video was unveiled at PAX 2010, showing three different levels and some of the available characters; the stand outs of which were “Bad Box Art Mega Man“, and a teaser for Ryu from Street Fighter. Arthur from Ghost n’ Goblins was planned to be playable too.
Six months later, Mega Man Universe was playable at TGS 2010, where its main features were introduced in more detail.
The same three stages from PAX, created only for demonstration purposes, appear here too; each one representing a different difficulty level (Easy, Normal and Hard).
Demon’s Crest is a 2D action game developed by Capcom and originally published in 1994 for the Super Nintendo. As we can read on Wikipedia, this is the 3° game starring Firebrand (an enemy character from the Ghosts ‘n Goblins series), following Gargoyle’s Quest and Gargoyle’s Quest II. Thanks to Casey Strange we were able to note some minor beta differences in the some screens published in old magazines.
In the screenshot the earth gargoyle has a slightly different sprite. The color is a bit darker but it could be because of the magazine. The enemies in the first beta level were different as seen in this preview video of a sample Demon’s Crest demo for retailers.
There were two Demon’s Crest prototype sample cards on eBay and one japanese beta version was leaked some time ago, you can find the download in this nice anonymous Tumblr, thanks to Casey for the share! This ROM dump of the Japanese sample / beta game looks more like the final game compared to the video, but maybe with the help of our friends at TCRF it would be possible to find some interesting unused stuff hidden in the beta code.
In this beta you start the game with all 5 talismans and four of the crests. This is different compared to the final version. The game stops after the second battle with Arma in stage four and you are greeted with this screen.
Armageddon Potato noted:
After doing some comparisons there is a large chunk of blank data in the retail rom at the very begining (which was also dumped by a SUPERUFO apparently as it’s tagged in the header.) After that the prototype is indentical the final minus the size differences. I wouldn’t expect any changes in the prototype then. […]
I landed up getting a cleaner rom rip. One without the SUPERUFO header which may have been causing the blank space problem(since that makes no sense!) It does appear to have some differences, although they may be possibly minor. Once I get some solid free time I’m going to have to play though both the retail game, and the prototype. I need to know exactly where the game lock you from the later levels in the prototype, and possibly pictures/screenshots of where this happens.
If you notice more beta differences from Demon’s Crest, let us know in the comments below!
Thanks to Casey Strange and MicroChirp for the contributions!
Ghosts ‘n Goblins 64 is a cancelled action game that was in development by Capcom for the N64. In November ’96 Capcom invited the press to check out their upcoming lineup for the next year. Among the games shown there was a new Ghosts ‘n Goblins game for Nintendo 64. From what Neil West (Next-Generation Magazine’s editor-at-large) described, we known that the project was still in a early state of development but it was already clear that Mario 64 was a big source of inspiration, as happened for many games in that period like Konami’s Goemon 64. After that event nothing more was shared with the public and the game was quietly cancelled by the publisher maybe because the N64 performance in the japanese market resulted relatively weak.
Resident Evil: The Mercenaries 3D is an action game developed by Capcom for the Nintendo 3DS. Before the final product was released Capcom had a different idea for 2 game modes 1 called “scene attack” and the other called “survival”. Not much is known other than they were scrapped into one mode. In the beta demo you could play a level known as 4-1 and in the video below you can see at 2:49 an Ax guy walking towards the player, but in the final game the boss was changed to a Garrador, a totally different boss. Also, you can notice that where the players score is in the HUD, there are six 0’s, but in the final it was changed to seven 0’s
As we can read on Wikipedia, Final Fight: Streetwise is a beat-’em-up produced by Capcom, released in North America and the PAL region for the PlayStation 2 and Xbox in 2006. It is a spin-off of the original Final Fight developed by the American team of Capcom Production Studio 8 (the developers of Final Fight Revenge and the Maximo series). You can play as Kyle, the brother of Cody from the original series. When you find that Cody is in trouble, you must roam the streets of Metro City until the mystery is solved. Final Fight: Streetwise is a third-person game that stays true to its beat-’em-up roots but adds light role-playing elements and minigames to the fray as well. A respect system has been added so that your decisions affect how characters in the world react and relate to you.
However, the game had a lot of beta elements such as:
Combo Bar
Journal Image
No BGM play
Different Loading screen (Which it appeared as Loading text instead the turnable disc)
Different logo
Respect Logo changed
Doesn’t had Kyle victory pose
Had a Episodics
At the beginning, Cody did not have a white band in his hand. And he said a lot of curse words. Also, Kyle’s introduction was also different:
“The bloodly like a motherfu**er is me”
Also, after Handsome Bob sent some gangstas to kill Kyle, they said:
“That’s HIM, he fuc*ked Bob up, GET ‘HIM!”
Instead this
“That’s HIM, he messed Bob up, GET ‘HIM!”
Capcom removed a half of the cutscene in the opening. Also there was no slow motion effect. Combo Bar was removed before release. Journal Image is replaced as the “Journal Updated” text. A couple of IGN Gameplay videos have some beta gameplay we never seen before with all differents above. Dialogues bubbles are different too, they used some kind of Transparent Space instead Sharp Metal Box. No BGM added, possibly they aren’t licensed with Funkareem yet, so Fatti Sotto wasn’t add yet. Different logo of the game also shown in some trailers and IGN & GameSpy’s gameplay. Also at the Barfly, It had the Point hand instead the Arrow.
Before Streetwise entered development, Capcom was producing another title, Final Fight: Seven Sons, which featured a different story and characters, a different gameplay system and cartoonish, cel-shaded graphics, that was later cancelled in favor of Streetwise.
If you find more beta differences in the videos below, please let us know!
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.