Robert Seddon has linked us to an article on GoNintendo, that reports an interview by NGamer with Ryota Niitsuma, producer on Tatsunoko Vs. Capcom, in wich he revealed that the team had some plans to add the Phoenix Wright character in the game, but in the end he was canned because of his special move:
Because Phoenix Wright only has one move, ‘Objection!’, we struggled. We designed a move for him: when he says objection, the actual writing attacks the opponent. However, ‘objection’ in Japanese is ‘igiari’ – it’s four characters, whereas ‘objection’ becomes ten [sic. It’s nine, actually.] When we localize, the balance of the game gets destroyed because the move becomes bigger. There’d be no way of avoiding it! We had to remove him for these reason. In the future, it is one of our aims to get him in.
That sounds like a weird reason to remove a character. Why not to remove just his special move? We’ll never know.
Street Fighter Alpha 2 (also known as Street Fighter Zero 2) is a 1996 fighting game originally released for the CPS II arcade hardware by Capcom, and later ported to the SNES. Israel has found some beta SFA2 screens for the SNES/SFC version. These were published in the “Club Nintendo” magazine in Mexico.
According to the magazine, SFZ2 was going to include “an special chip to aid in data an sprite processing to make the game more fluid”. The description matches Nintendo’s SA-1 chip but there are no confirmations if it was going to be an SA-1 game.
There is some evidence that it could have been the case, thought:
1. The characters seem to be bigger in the beta, at least in the Rolent vs Vega shot. In the Sakura vs Sakura shot you can tell by the size of her thighs.
2. In the final build, the shadows flickered while in the beta they don’t (both can be seen in the shots). Why is this relevant? In the finalized game the flicker doesn’t look good. Why didn’t they just leave them like in the beta?
Israel thinks that they were indeed aiming towards a SA-1 cartridge but late in the development cycle they switched to a SA-1 + S-DD1 because of space constrains and maybe in the last few weeks decided to settle for a S-DD1 only cart due to costs concerns.
The screenshots were published in August 1996 so that means the the screenshots were taken in June or July. SFA2 was released in November so it must have gone gold in October at least.
Some differences noticed in the screenshots:
The game used to have a custom font for the character names. This was changed to a default SNES font.
Win icons were red (Sakura vs Sakura screenshot)
Shadows didn’t flicker, both are visible in the screenshots.
Characters seem to be a little bigger than their final iterations.
Resident evil 2 Trial was a demo of Resident Evil 2 included in Resident Evil Director’s Cut. After dropping Resident Evil 1.5, Capcom made a first version of Resident Evil 2, now called Beta 1, that was remarkably different from the released version and with more leftovers from RE 1.5. Unfortunately we don’t know much about this beta, but the trial should document a build between the beta 1 and the less interesting (and leaked) beta 2. In the screenshots and the video in this page we can see some beta items, the unfinished rooms of the RPD station and a few layout changes.
A removed ventilation shaft. It is likely that it was used by Sherry, because there was no hole in the RPD room corridor in the trial.
This screenshot is from the removed last cutscene from the demo. In the final game, we encounter Ada much later. It is likely that at this point of the development the story wasn’t finalized yet, and the various encounters with the support and the playable characters were different.
A removed reference to a switch that was supposed to open the card lock of the evidence room.
Resident Evil 3: Nemesis, released in Japan as Biohazard 3: Last Escape, is a survival horror developed and published by Capcom for the original Playstation. RE 3 had a much quieter development than Resident Evil 2, but we can still find a few unseens in the game, like some beta items and a room that was never used in the final game.
Thanks to Helegad & Max for the contributions!
Resiyoyoyo From the Resident Evil 1 2 3 Modding Forum Also Found Out what the chain item could have been in place of here is a quote :
Oh, about the chain: this was used as a replacement for the fire hose (item ID 35) [which in earlier versions was still seperated from the metal cylinder (item ID 3E)] so Jill could obtain exactly that 35 hose part that was installed inside the red box above the stairs (which in the retail versions is empty from the beginning, because there’s only the full hose item 3F). You can look at the pictures (here) it’s BH_3_0096 – BH_3_101 as well as BH_3_0016 – BH_3_0018. IIRC, the chain had to be put there as a substitute because whenever you took the hose the stairs would go up and thus hinder you to get down and away with your hose trophy. That puzzle could be played for example on the E3 presentation of an early Resident Evil 3 build in 1999, if my memory serves me right. Thought I had this in my RE3_HEX_FAQ, but couldn’t find it there, must be one of the things I wanted to add a long time ago.
LeonSK a very kind person came at the Resident Evil modding Forum and provided us with
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