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/vr/ - Retro Games


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File: 341 KB, 1600x1200, sonic2beta.jpg [View same] [iqdb] [saucenao] [google]
479546 No.479546 [Reply] [Original]

>you'll never get past the emerald
>you'll never play more than 10 seconds of Wood Zone
>you'll never have any idea what Genocide City was going to be
>also, dat title screen

Beta thread.

>> No.479558
File: 68 KB, 640x480, 5767685865876878.jpg [View same] [iqdb] [saucenao] [google]
479558

>>479546

>you'll never hear original music for said levels

>> No.479563

Sanic 2 is my favorite beta

>> No.479569
File: 271 KB, 1024x790, Cybercity_concept.jpg [View same] [iqdb] [saucenao] [google]
479569

>you'll never have any idea what Genocide City was going to be

>> No.479574
File: 65 KB, 680x510, feels so bad man.jpg [View same] [iqdb] [saucenao] [google]
479574

>you'll never be able to get all the emeralds with the retarded AI losing all your rings

>> No.479575

This reminds me, I've been meaning to get that debug version of OoT that got leaked to explore some of the beta maps. I can only hope one day an alpha build with brown-sleeves Link gets leaked.

>> No.479581
File: 12 KB, 480x360, emperorjunglebeta.jpg [View same] [iqdb] [saucenao] [google]
479581

>you'll never play Jungle Taitei (Kimba) N64 game developed by Miyamoto's team and supervised by Tezuka's son

Well, I don't really care about Tezuka's son supervision, the game got cancelled because apparently he didn't had any experience with videogames, so the deal kind of got broken (also issues with ehether to make the game as a cart or for the 64DD)

>> No.479589

When I was younger I always wondered what this was for http://www.youtube.com/watch?v=FcR81-nhKk0

>> No.479609 [DELETED] 
File: 56 KB, 880x576, xmt94zz.jpg [View same] [iqdb] [saucenao] [google]
479609

>tfw to beta too ask girl out on a date

>> No.479612

>>479546
>>you'll never play more than 10 seconds of Wood Zone

care to explain why? does it freeze?

>> No.479614

>>479609
Not THAT kind of beta thread, silly. That goes on /v/.

>> No.479635

>>479612
No, it's just unfinished and most of the level is a void.

>>479558
>boot up Sonic 2
>go to sound test
>listen to song 10
This song is never actually used in the game, so the popular theory is that it was gonna be used in Hidden Palace. Although Hidden Palace actually uses song 03, which is also for the two-player version of Mystic Cave.

>> No.479646

>>479612
No, it's just a very early level design, so it's really short. Genocide City is just a blue background with green stripes.

>> No.479647

>>479635
man the two player mode was such shit. I always just made my sister play as tails in the 1p mode

>> No.479652
File: 37 KB, 512x395, cybercity_sm[1].jpg [View same] [iqdb] [saucenao] [google]
479652

>>479546
>you'll never have any idea what Genocide City was going to be
But we already know.

>> No.479656

>>479646
>>479635
http://info.sonicretro.org/Sonic_the_Hedgehog_2_%28Simon_Wai_prototype%29

is this the one I want?

>> No.479692

>>479656
Looks like it.

>> No.479703

>>479609
start a thread and ask here: >>>/v/

>> No.479708

>>479692
I mean, is it the beta rom you're talking about in the OP, or is that something else?

I have the no-intro megadrive collection, it only has good dumps. no betas.

>> No.479735

various sonic 2 betas:

http://www.hidden-palace.org/?releases/34

http://www.hidden-palace.org/?releases/1058

http://www.hidden-palace.org/?releases/1059

http://www.hidden-palace.org/?releases/1060

http://www.hidden-palace.org/?releases/1062

http://www.hidden-palace.org/?releases/1063

>> No.479738

>>479708
Yeah it's the same as in OP's pic. It's the best known and most widely distributed of the Sonic 2 betas.

>> No.479774

>>479569
It was just going to be another factory styled zone, on par with Scrap Brain or Metropolis. It was eventually merged with Metropolis, which is why that particular zone has three acts.

The name came from the designers, who had a tenuous grasp of english, trying to come up with a name that sounded intimidating, and they way overshot it by accident.

>> No.479786

Oh wow, the Nick Arcade prototype is neat! I've never played this one before.

It has Sonic 1 music and enemies, suggesting that it's earlier than the Simon Wai version.

Also if Sonic runs fast into a wall, he'll be knocked down and briefly stunned (but won't lose rings).

>> No.479953
File: 141 KB, 640x480, sonic2nickarcarde_labyrinth.jpg [View same] [iqdb] [saucenao] [google]
479953

>>479786
Holy fucking shit, I can't believe I'm playing the Nick Arcade version right now. I used to frequent the Sonic community forever ago, and I remember that the Nick Arcade version was thought of somewhat as a holy grail. I'm so glad someone found and dumped it. It's WAY earlier than the Simon Wu version. All Sonic 1 music, that weird bumping-into-walls mechanic, and Green Hill Zone from Sonic 1 is still in the game.

I was very surprised to see that Hidden Palace Zone was in this version. Why was it scrapped if it was planned so early I wonder?

Anyway, pic is what you get if you go to Labyrinth Zone. They actually found a way to make it worse.

>> No.479973

>>479735
How do these play on flash carts?

>> No.480013

>>479973
No idea, if anyone has a flash cart to try give it a go

>> No.480032

>>479953

IO think it was a zone for turning into super sonic, but they decided it would be easier to just collect 50 rings anywhere instead.

>> No.480051

>the original Sonic 1 beta cart will never be found

>> No.480064

Do any betas of the early Mario games like this exist?

>> No.480112

Oooh. Sega betas. Some of the most interesting.

There is an old site that I used to frequent called Secrets of Sonic Team which had pages of really interesting info.

Whenever I try to go on it now, I get malware warnings, so be careful if you decide to go.

>> No.480126

>>479574
>you'll never be able to get all the emeralds with the retarded AI losing all your rings
I don't know this feeling. My brother will play as Tails and we always get them before Mystic Cave.

>> No.480127

>>480112
Yeah, I used to like going there too...

Luckily, Sega Retro is gonna get more extensive, though.

>> No.480190

Remember that Genocide City creepypasta a few years ago? Good times, good times.

>> No.480227

Wasn't Genocide City basically just act 3 of Metropolis Zone?

Which is why it had three acts to begin with?

>> No.480240
File: 9 KB, 1280x960, retroarch 2013-04-14 20-30-32-58.png [View same] [iqdb] [saucenao] [google]
480240

>>480064
There's one for Super Mario Bros. 2. It's quite playable, and has a bitchin' rendition of SMB1's underground theme in place (a similar version of which ended up in SMB3) in place of the one that ended up in the final game. It's cool because it's something of a hybrid between the original Doki Doki Panic and the final SMB2.

It even has a stage select debug feature, but you can overshoot it, and, well...

>> No.480253 [DELETED] 

>>480227
It's hard to say since even in OP's pic Metropolis has 3 acts, although it's possible Genocide is completely empty, and so maybe it's design was copypasta'd into Metropolis and the dev team hadn't bothered to remove it from the level select list yet.

>> No.480264

>>480227
It's hard to say since even in OP's pic Metropolis has 3 acts, although it's possible since Genocide is completely empty, and so maybe its design was copypasta'd into Metropolis and the dev team hadn't bothered to remove it from the level select list yet.

>> No.480323

>>480253
>>480227
>>479774
>>480264


>Tom Payne, the zone artist in charge of this level, stated that it was dropped before it was even started. Instead, he worked on the third act of Metropolis. In the Sonic Jam strategy guide Yuji Naka stated basically that the third act of Metropolis Zone used the layout meant for Genocide City and that it was meant to be a single act. Here is the quote in full:
>“ Act 3 (of Metropolis Zone) was going to be a different Zone that would only appear once (one act)... We had already finished the map, and it would have been a shame to waste it, so this is what we went with.

http://info.sonicretro.org/Genocide_City_Zone


Metropolis Act 3 already existed. Genocide City never got past the idea on paper and a starting-ish area. MZ3 isn't GCZ, MZ3 isn't 'merged' with anything. MZ3 was an already completed level. GCZ would have gone there, but they never got to actually designing it in the game. It is possible that MZ3 was kept due to popularity when they may have been considering 3 Act zones like in Sonic 1. Remember: Sonic 2 was not coded from scratch. It's modded Sonic 1 engine.

>> No.480607

>>479574
just play as sonic only nubhead

>> No.480932

>>479635
It does actually use track 10 if you access in the final game with game genie

>> No.480951
File: 17 KB, 395x297, LinkInADesolateForest.jpg [View same] [iqdb] [saucenao] [google]
480951

>i will never play the oot beta

>> No.480945
File: 1.46 MB, 1920x1080, Project64 2013-04-17 22-23-08-73.png [View same] [iqdb] [saucenao] [google]
480945

Behold, beta maps!

>> No.480963
File: 1.23 MB, 1920x1080, Project64 2013-04-17 22-23-18-63.png [View same] [iqdb] [saucenao] [google]
480963

>>480945
Of course, there's jack shit to do here, but just being able to access this fabled room makes me giddy.

>> No.480967
File: 1.19 MB, 1920x1080, Project64 2013-04-17 22-23-26-72.png [View same] [iqdb] [saucenao] [google]
480967

>>480963
Also, the Shadow Temple music plays here. It's 2spooky.

>> No.481002
File: 2.20 MB, 1920x1080, Project64 2013-04-17 22-29-51-84.png [View same] [iqdb] [saucenao] [google]
481002

Here's another neat room.

>> No.481009

>>479708
> it only has good dumps. no betas.
No-Intro sets do have betas, though. They're labelled as (Proto)

>> No.481010

>>481002

Looks very detailed for just a beta room. Wonder what they were planning with it. Kind of looks like a boss chamber.

>> No.481025
File: 1.96 MB, 1920x1080, Project64 2013-04-17 22-30-00-81.png [View same] [iqdb] [saucenao] [google]
481025

>>481002
You can't tell from the screenshots, but the striped textures along the edges are moving continuously. No clue what's up with that. Also, no music.

>> No.481034
File: 935 KB, 1920x1080, Project64 2013-04-17 22-34-56-04.png [View same] [iqdb] [saucenao] [google]
481034

Ah, the fabled Stalfos roOH FUCK THERE'S AN ENEMY HERE

>> No.481036

>>480951
>>480963
>>480967
>>481002
These all look like locations in MM. The intro forest and King Ikana's throne room. The last looks like the Majora arena.

>> No.481042
File: 10 KB, 240x170, WhoKnows[1].jpg [View same] [iqdb] [saucenao] [google]
481042

>>480967
>>480963
>>480951
>>480945
Ooooh I like this, now this I know a lot about

For example here's the first tech demo of OOT

http://www.youtube.com/watch?v=dDZYAknq2Gc

I have actually done research and found screenshots from this to the finished product

I heard the early temple of time was going to have a very low ceiling because having a high ceiling would make it laggy as fuck

It wasn't until they discovered some programming workaround that they were able to give it a high ceiling otherwise THIS is what the temple of time would've looked like

>> No.481054
File: 1022 KB, 312x205, cds.gif [View same] [iqdb] [saucenao] [google]
481054

>>480240
Looked up the prototype music.
>http://www.themushroomkingdom.net/sounds/proto/smb2_underground_paused_proto.mp3
>http://www.themushroomkingdom.net/sounds/proto/smb2_underground_proto.mp3

these are glorious

>> No.481073
File: 901 KB, 1920x1080, Project64 2013-04-17 22-38-52-80.png [View same] [iqdb] [saucenao] [google]
481073

>>481034
Whoever patched this ROM is an asshole. I read that there's nothing in this room but a teleporter back to Hyrule Field. Instead he took it out and put a Stalfos in there, which I did not expect and made me shit bricks when I heard the mini-boss music start up out of fucking nowhere.

>> No.481075
File: 14 KB, 250x188, z64beta.shtml_files9[1].jpg [View same] [iqdb] [saucenao] [google]
481075

>>481042
>continued

Oh look it's the gerudo desert! Complete with cactuses and shit

>> No.481093
File: 18 KB, 315x230, oot-beta-aria-not-restored[1].jpg [View same] [iqdb] [saucenao] [google]
481093

>>481075
>cont.

Now this is a funny screenshot. Notice that they hadn't worked out the item system yet, hadn't assigned the c-buttons yet so maybe they were planning on having the blue button do all the items?

>> No.481102
File: 19 KB, 286x204, oot-thumb-286x204-1231[1].jpg [View same] [iqdb] [saucenao] [google]
481102

>>481093
Oh and also that was hyrule market back when it was going to be full 3d

>> No.481106

>>479546
>Dat feel when I've never given two shits about a Sonic game.

>> No.481112
File: 977 KB, 1920x1080, Project64 2013-04-17 22-42-38-53.png [View same] [iqdb] [saucenao] [google]
481112

>>481073
Oh well, nothing else to do here. Still, this map was shown on an extremely fucking old promotional shot. Just getting to walk around in it is a treat. Only playing a super alpha build would make me happier right now.

Now I have HD screenshots to preserve this memory for eternity.

>> No.481113
File: 28 KB, 315x237, betastalfos[1].jpg [View same] [iqdb] [saucenao] [google]
481113

>>481102
in the early early betas the dungeons were looking like the Zelda 1 mazes only in 3d like this picture shows

Just plain square stone walls

This may have only been done to test out the actual gameplay though, and later the dungeons were themed and fleshed out

>> No.481128
File: 76 KB, 800x600, Ivan The Mother Fucking Space Biker.jpg [View same] [iqdb] [saucenao] [google]
481128

>This is what Half-Life's original protagonist was going to look like

>> No.481130
File: 10 KB, 346x249, zelda113[1].jpg [View same] [iqdb] [saucenao] [google]
481130

>>481113
KILL DAT POE

>> No.481142

>>481075
>>481093
>>481130

For some reason, I get the sense that OoT was an absolute bitch to develop. They probably went through so many iterations before deciding what they wanted.

>> No.481158
File: 6 KB, 200x151, 13[1].jpg [View same] [iqdb] [saucenao] [google]
481158

>>481130
there was going to be a huge cemetery like in Zelda 2 and Zelda 1, but that was scrapped and made part of Kakariko, a design I do not agree with...

I really wish there had been more to the map of OOT but I guess the game was massive enough as it was.


>>481142
Oh yeah. They basically started with the Super Mario 64 engine and modified it heavily to suit their needs

>> No.481153

>>481142
And your sense would be right. Its development was a complete and utter clusterfuck, with Miyamoto making them start over several times. The fact that they kept flip-flopping on whether it was gonna be on the 64DD or not did not help matters.

>> No.481178

>>481158
I remember there was footage of Link jumping and doing flips and shit.

>> No.481183
File: 21 KB, 300x225, 20[1].jpg [View same] [iqdb] [saucenao] [google]
481183

>>481158
OH SHIT A WALLMASTER

these are the fuckers that came out of the walls in Zelda 1 and took you back to the beginning

I guess the hands that dropped out of the ceiling and scared the fuck out of you were a decent replacement, but I wish the wallmasters made a comeback

>> No.481224
File: 13 KB, 320x237, 27[1].jpg [View same] [iqdb] [saucenao] [google]
481224

>>481183
Also notice the dungeon design, it's still flat bricks like in Zelda 1 and 2, with all the dungeons looking the same. Whether they meant it to be this way for the finished product and later decided to flesh out and theme the dungeons or this was just to test out the mechanics is unknown.

Now this, this picture is a really really early screenshot. You can easily see here that OOT started out with the Mario 64 engine, because of the cartoony look of the graphics. You can also see that octorocks were supposed to appear as they did in Zelda 1 and ALTTP, but were later scrapped. I personally like this design but then again I'm old school.

>> No.481239
File: 362 KB, 850x1188, 1359310785372.jpg [View same] [iqdb] [saucenao] [google]
481239

I guess this goes here, right?

>> No.481253

>>481239
too bad we never got that game, but instead a copy paste FPS game for the xbox

>> No.481247

>>481224

I like that design too, but man that octorok in the back is creepy as fuck

>> No.481264
File: 10 KB, 200x146, 34[1].jpg [View same] [iqdb] [saucenao] [google]
481264

>>481224
Now here's the famous unicorn fountain screenshot.

It's unknown, but I assume the horse heads are statues and the fairy that would come out would not be the pointy tit fairy we got, but the flat white face fairy that we've seen in the beta fairy screenshots. Let me see if I can find that fairy...

>> No.481285
File: 2.15 MB, 1920x1080, Project64 2013-04-17 23-02-01-98.png [View same] [iqdb] [saucenao] [google]
481285

Here's an item test room or some shit.

>> No.481296
File: 16 KB, 320x240, 2111h82[1].jpg [View same] [iqdb] [saucenao] [google]
481296

>>481264
oh yeah here she is

I've heard she's still in the game's code and can be seen with some hacks

anyway this is what we were gonna get instead of the makeup-like-a-whore-pointy-tittied fairies we got, but then what would have traumatized me as a child if it wasn't that, right?

>> No.481303
File: 1.59 MB, 1920x1080, Project64 2013-04-17 23-02-10-74.png [View same] [iqdb] [saucenao] [google]
481303

>>481285
This heart piece looks simpler than the final version. Pretty neat. Not much else to do in this room but pick all the items up and open all the chests.

>> No.481331
File: 15 KB, 320x240, 36[1].jpg [View same] [iqdb] [saucenao] [google]
481331

>>481296
Oh and here's the infamous room where you get the triforce in ocarina of time

Oh, what's that? You never got the triforce in OOT you say?

Well you just weren't doing it right, son.

>> No.481325

>>481303
Wait, that's not it. My mistake. The early heart container is elsewhere.

>> No.481330

>>481325
look left

>> No.481347
File: 8 KB, 198x148, 29[1].jpg [View same] [iqdb] [saucenao] [google]
481347

>>481331
Here's beta lake hylia

can't help but feel like some environments looked bigger in the beta, so maybe a lot of space had to be cut because of memory issues

>> No.481343

>>481331
Man, I miss the days when super secret stuff was in games. Sure, you'd have the crazy rumors, but then you get things like Stop 'n' Swop, and that just fueled the rumors even more. Now, there's nothing like that.

>> No.481372
File: 12 KB, 300x225, 26[1].jpg [View same] [iqdb] [saucenao] [google]
481372

>>481347
now here's a controversial screenshot

When it was published everybody screamed OH BOY, BLOOD!

>nintendo
>blood

HA HA HA HA

oh man, gets me every time

>> No.481396

>>481372
But when you kill Ganon, he bleeds.

>> No.481385

>>481042
>mfw the temple of time was going to be tiny

>> No.481419
File: 20 KB, 320x240, 1[1].jpg [View same] [iqdb] [saucenao] [google]
481419

>>481372
So here's Link entering yet another plain white-brick dungeon

I guess they could be called mazes, because that's what I called them in Zelda 1 before they became temples and dungeons in later games


>>481396
yeah, green blood because red.. oh wait I think, i think in the original he coughed up red blood but in all the re-releases he coughs up green blood?

>> No.481420

>>481396
in certain versions its red or green.

>> No.481424
File: 100 KB, 727x408, 4.jpg [View same] [iqdb] [saucenao] [google]
481424

Duke Nukem Forever - Quake 2 engine 1997 build

>> No.481430
File: 73 KB, 300x200, 15.jpg [View same] [iqdb] [saucenao] [google]
481430

>>481424

>> No.481440
File: 116 KB, 603x406, 9.jpg [View same] [iqdb] [saucenao] [google]
481440

>>481430

>> No.481441

>>481424
>>481430
What an exciting time to be a Duker.
http://www.youtube.com/watch?v=FqBJ7iX5a-o

>> No.481448

>>481424
>what could have been

seriously judging by the tech demo

http://www.youtube.com/watch?v=TDlB2P1leRM

this game was going to be badass

shame, shame

Duke is my favorite FPS hero of all time, by the way, because he's a fucking character instead of a fucking nameless marine or silent protagonist. He's everything awesome about a real action hero

HAIL TO THE KING, BABY!!!

>> No.481446
File: 54 KB, 367x276, 18.jpg [View same] [iqdb] [saucenao] [google]
481446

>>481440

>> No.481458
File: 116 KB, 640x480, 1.jpg [View same] [iqdb] [saucenao] [google]
481458

>>481452

>> No.481452
File: 85 KB, 640x480, 13.jpg [View same] [iqdb] [saucenao] [google]
481452

>>481446
>>481441
That looks pretty damn good.

>> No.481463

>>481452
Just a few more days...

>> No.481465

>>481448
That's the Unreal 1 build, here is a video of the Quake 2 based build:
http://www.youtube.com/watch?v=kR6qFFEkALg

>> No.481487

Prey, you lot remember Prey, right? Hit shelves in 05, but was among the trinity of development hell shooters - team fortress 2, duke 4, and prey.

Prey had some awesome stuff. realtime destructible level geometry, portals and crazy detailed environments rivalling games from 2002 back in 1998! Prey was a force to be reckoned with and portal rendering was gonna rock the 3D world with hyper realistic ultra detailed high poly environments.

http://www.youtube.com/watch?v=L29DSSQT3Ek

And it never saw the light of day. The 2005 version was really good, but what I'd give to play the original design. I've never seen a developer SO excited to talk about their game.

>> No.481540

>>481465
Why is it that every tech demo from more than 10 years ago looks better than the piece of shit they put out a couple of years back?

Come on, Duke deserves better than this. Don't tell me that's where it ends.
>>481487

>what I'd give to play the original design.

That's what I've said a million times about Duke Nukem Forever

>> No.481558
File: 977 KB, 1920x1080, Project64 2013-04-17 23-33-36-36.png [View same] [iqdb] [saucenao] [google]
481558

Not Beta, but fuck, this debug shit is awesome!

>> No.481568

>>481540
>That's what I've said a million times about Duke Nukem Forever

just wait for april 19th.

>> No.481576
File: 18 KB, 320x240, 3[1].jpg [View same] [iqdb] [saucenao] [google]
481576

>>481419

>>481558

Ohh yeah sorry kind of got sidetracked because I'm a huge Duke Nukem fan

Anyway here's Link talking to an early villager at Hyrule village

I get the feeling Kakariko and Hyrule village were going to be one and the same at one point, maybe the castle was going to be separate and kakariko village far away like in LTTP or maybe all of kakariko was going to be in front of the castle in these early beta screenshots.

>> No.481573

>>481487
Man, that looked fucking amazing, an engine like that in 1998-99 would have blown away the entire industry, even so if it was running with a common Pentium 2 and a Voodoo 2 card.

>> No.481597

>>481025
Sounds and looks like the final boss room in MM.
They may have reused a lot more assets than I thought.

>> No.481624
File: 27 KB, 320x240, 4[1].jpg [View same] [iqdb] [saucenao] [google]
481624

>>481576
and here's link fighting some early stalfos

I can tell the early screens because the C buttons weren't assignable yet

The stalfos look really simple, yet Link from the very beginning is the best looking thing in the game. I can tell that from the very beginning they worked really hard to make Link look good, but still I wonder what it would be if they kept this design >>481042 like in the video with the brown hair, like in Zelda 1 and 2

Brunette link is best Link

>> No.481656

>>479546
>you'll never get past the emerald
nigga just use debug mode

>> No.481685
File: 1.92 MB, 1920x1080, Project64 2013-04-17 23-47-07-18.png [View same] [iqdb] [saucenao] [google]
481685

Hey, the Ocarina pedestal!

>> No.481695
File: 1.49 MB, 1920x1080, Project64 2013-04-17 23-47-25-14.png [View same] [iqdb] [saucenao] [google]
481695

>>481685
I can't go into first person view for some reason (probably because this is during a "paused" cutscene), but this is still neat.

>> No.481703
File: 1.42 MB, 1920x1080, Project64 2013-04-17 23-47-57-18.png [View same] [iqdb] [saucenao] [google]
481703

>>481695
Let's see what else there is here..

...wait... is that...?

>> No.481718
File: 21 KB, 207x204, n508e748d24b96[1].jpg [View same] [iqdb] [saucenao] [google]
481718

>>481703

>> No.481715

Half-Life, 1997 Alpha build.

There is an interesting story behind HL1 development, this version of Half-Life was in development for more than a year, and it almost got released, but it ended up being rejected and the game was done again almost from scratch, here is a video of that build:
http://www.youtube.com/watch?v=phTjVY04_k0

I will also post some pics from that version of HL.

>> No.481728
File: 80 KB, 600x390, alien_grunt.jpg [View same] [iqdb] [saucenao] [google]
481728

>>481715

>> No.481729

>>481703
Go down and say hi.

>> No.481737
File: 58 KB, 640x480, crossbow_vents.jpg [View same] [iqdb] [saucenao] [google]
481737

>>481728

>> No.481741
File: 62 KB, 800x600, gordon_earlier.jpg [View same] [iqdb] [saucenao] [google]
481741

>>481737
Gordon the Viking

>> No.481747
File: 123 KB, 792x597, tentacles_earlyscientist.jpg [View same] [iqdb] [saucenao] [google]
481747

>>481741

>> No.481767
File: 1.44 MB, 1920x1080, Project64 2013-04-17 23-56-17-76.png [View same] [iqdb] [saucenao] [google]
481767

>>481729
I tried, but I ended up entering Jabu-Jabu's Belly.

I got this instead.

>> No.481758
File: 29 KB, 640x480, shiny_robot.jpg [View same] [iqdb] [saucenao] [google]
481758

>>481747
This model was made as a test of how many polygons the engine can support, the developers thought that a hi-poly model like that would crash the engine, but it ended up running pretty well, i will post a gif of that robot animations later.

>> No.481774
File: 23 KB, 384x288, diablo1.jpg [View same] [iqdb] [saucenao] [google]
481774

>>481758

>> No.481778
File: 46 KB, 640x480, teleport_out_sillhouette.jpg [View same] [iqdb] [saucenao] [google]
481778

>>481774

>> No.481775

>>481767
Link is becoming a more literal name now.

>> No.481790
File: 20 KB, 300x225, 19[1].jpg [View same] [iqdb] [saucenao] [google]
481790

>>481624
and here's another early dungeon

Could be the proto dodongo's cave, could be not

>> No.481796

>>481758
That thing had animation?

>> No.481805

>>481695
You're using that OOT Debug ROM right?
I believe if you have a controller in Port 4 you can use it to move the camera around to get a better view of things.

>> No.481820
File: 987 KB, 202x404, robotech macross thing from hl1.gif [View same] [iqdb] [saucenao] [google]
481820

>>481758
Here's one of the GIFs I made of it a while back.

>> No.481825

>>481820
Dammit, forgot to add...
I think his full dance animation thing is supposed to be that old 3D dancing baby thing from long ago.

>> No.481831
File: 9 KB, 150x112, 30[1].jpg [View same] [iqdb] [saucenao] [google]
481831

>>481790
and here's Hyrule Field, again looking flatter and more expansive than before

either the field was going to be bigger or the draw distance sucked at this point in development

>> No.481843
File: 996 KB, 1920x1080, Project64 2013-04-18 00-12-37-53.png [View same] [iqdb] [saucenao] [google]
481843

Looks like this old lady was meant to be in future Kakariko Village at one point.

>> No.481860
File: 1014 KB, 1920x1080, Project64 2013-04-18 00-15-55-83.png [View same] [iqdb] [saucenao] [google]
481860

>>481843
This chick, too.

>> No.481869
File: 24 KB, 320x240, 37[1].jpg [View same] [iqdb] [saucenao] [google]
481869

>>481831
And speaking of hyrule field here's a later screenshot

Here hyrule field has its bumps and hills, doesn't look as flat

but there's a white horse running around, and it's without a rider

So at some point were there random horses running around the field, or did it get away from its owner and Link is going to go get it back??

>> No.481873
File: 754 KB, 1280x1755, 020.jpg [View same] [iqdb] [saucenao] [google]
481873

IT IS 1985 AND THE FUTURE IS NOW

>> No.481876
File: 1.37 MB, 1920x1080, Project64 2013-04-18 00-21-33-35.png [View same] [iqdb] [saucenao] [google]
481876

>>481869
Good question. I don't know the answer, so here's Link cheating on Epona instead.

>> No.481878

>>481860
>volcano exploding in background
Hey guys... maybe we should expend the effort to save this town and castle that's about to get completely fucked up in the next day or so without any way we can reasonably intervene unless someone has a triforce in their cellar? Anyone?

>> No.481890
File: 1.31 MB, 160x120, robot.gif [View same] [iqdb] [saucenao] [google]
481890

>>481820
Oh, you beated me, but anyways, here is the GIF i made, it's smaller but it has the full animation.

>> No.481885
File: 1.34 MB, 1920x1080, Project64 2013-04-18 00-21-29-98.png [View same] [iqdb] [saucenao] [google]
481885

>>481876
AW YEAH GURL

Sorry.

>> No.481902
File: 7 KB, 200x150, 49[1].jpg [View same] [iqdb] [saucenao] [google]
481902

>>481869
And here's the beam attack

Always confused as to why they stopped doing it after ALTTP and Link's Awakening

>> No.481913
File: 15 KB, 320x238, 38[1].jpg [View same] [iqdb] [saucenao] [google]
481913

>>481902
and here's link...
equipping the forest medallion on a C button for some reason...

mmmmaybe that's how you warped there before the whole ocarina warp system was developed? Or maybe it did magic like the medallions in Link To The Past?

>> No.481919
File: 1.57 MB, 1920x1080, Project64 2013-04-18 00-28-24-01.png [View same] [iqdb] [saucenao] [google]
481919

>>481878
Welp, they're fucked.

>> No.481932

>>481919
Ooh, here's something interesting. In this cutscene setup, the Bottom of the Well is open. Maybe at one point it was supposed to remain open for Adult Link to go in?

>> No.481941
File: 1.33 MB, 1920x1080, Project64 2013-04-18 00-30-04-09.png [View same] [iqdb] [saucenao] [google]
481941

>>481932

>> No.481946

>>481902
it was probably really hard to work in effectively in a 3D space. A lot of the elements from 2D zelda didn't make a good transition to 3D. For example, no jumping items.

>> No.481958

>>479589
best track in the game ironically

>> No.481953

>>481913

how cool would it be if medallions summon sages to fight for a bit like the good bee in aLttP?

>> No.481963

>>481946
>make mario jump kick and punch while running around
>difficulty making zelda on the same engine do the same

>> No.481979
File: 10 KB, 244x170, 15[1].jpg [View same] [iqdb] [saucenao] [google]
481979

>>481953
>>481946
good to see you guys are still with me


>>481913
So here's link fighting... something

might be a miniboss

I don't believe I've seen anything that resembles this in the entire current game

>> No.481984

>>481958
But that's not that's not [insert any other track in the fucking game]
Worst is the word your looking for.

>> No.481996

>>481963
mario 64's one of the more free games of all time, they could have just settled with a basic translation of mario world's mechancis but they really did pull off some incredible feats of engineering in that game.

zelda on the other hand made a rather stiff transition but I think it was a lot more accessible than mario ended up being. It's difficult to find similarities between SMW and mario 64 but between OoT and Lttp? They're everywhere.

>> No.481998
File: 1.25 MB, 1920x1080, Project64 2013-04-18 00-37-01-77.png [View same] [iqdb] [saucenao] [google]
481998

>>481941
Going in, however, takes me here.

Hmmm.

>> No.482012
File: 15 KB, 244x171, 14[1].jpg [View same] [iqdb] [saucenao] [google]
482012

>>481979
Don't mind me just running through hyrule village/beta kakariko (?)

Like I said I feel like Kakariko was going to be the entire town and hyrule market, and the castle was going to be far away by itself like in Link To The Past but in the end they decided to add hyrule market and put kakariko elsewhere

>> No.482016

>>481979
maybe a lava lizalfos-esque enemy?

>> No.482046

>>481953
Interesting, but I'd prefer if they'd give link a special ability/abilities, maybe limit it to only one or two at a time and center the battles around using those items and abilities. They could have also used them in place of items that would otherwise have been, less than useful. Such as the Earth medallion could give him a stoneskin that reduces being pushed, makes him heavy like the iron boots, but protects from light projectiles or something like that. So you'd use the medallions to get through the temples. Then to fight Gannon all of them as the battle could shift like the final battle in twilight kind of required you to fight, except it would just be Gannon mixing up the environment on you as you fight.

>> No.482051

>>479953
HPZ was gonna be an event zone to become Super Sonic. It was never an actual stage.

>> No.482098

>>481979
It's a magmaman.
Kind of reminds me of a doomknocker.

>> No.482118

>>479546

Wood Zone = Mushroom Hilll

Hidden Palace Zone = Hidden Palace Zone

Genocide Zone = Doomsday Zone

You fall to your death right away (unless you're Super Sonic).

Scrapped levels from Sonic 2 were reused on S&K.

>> No.482193
File: 1.05 MB, 1920x1080, Project64 2013-04-18 01-08-13-75.png [View same] [iqdb] [saucenao] [google]
482193

I'm STILL wondering what the purpose of this mushroom being here is.

>> No.482197
File: 1.41 MB, 1920x1080, Project64 2013-04-18 01-08-31-07.png [View same] [iqdb] [saucenao] [google]
482197

>>482193
Also, the missing heart piece.

>> No.482203

>>481979
Golden (Iron) Knuckle?

>> No.482207

>>482118
Genocide City was a thing though
>https://www.youtube.com/watch?v=mgwC405QKdg

>> No.482228

>>482207
That's a really terrible level design.

>> No.482239

This is great, watching two anons inadvertently duke it out trying to display the best beta OOT stuff.

>> No.482245
File: 7 KB, 320x320, zelda links awakening tanuki.gif [View same] [iqdb] [saucenao] [google]
482245

>>482193
It's meant to cure this guy obviously.

>> No.482284

>>482228
No wonder they didn't include it in the final game.
Fun fact: Chemical Plant's elements were originally designed to be Death Egg Zone.
>You are now aware of their identical tilesets.

>> No.482297

>>482284
Yeah, I heard Chem Plant was meant to be way further in the game too. No wonder it's way too piss-hard to be level 2.

>> No.482301

>>482284
I think the design is terrible because it's not by sonic team. It uses assets from sonic 3, looks like content from other games on the system, probably just some fan zone.

>> No.482332

>>481487
This game would've seriously changed the gaming industry in 1998.

>> No.482384

>>481487
I remember a buddy playing Prey in college

If I remember right there was a big thing in the game where your grandaddy was all "Hey you gotta head to this temple of trials and go do that whole thing before you move onto the third act" and about the time you get to the temple it's smashed to little pieces and you just shrug and you're on your way somewhere else instead

If that wasn't just a fever dream, it's probably the worst "oops, the budget" since disc 2 of Xenogears.

>> No.482404
File: 12 KB, 249x213, those were the days...jpg [View same] [iqdb] [saucenao] [google]
482404

>>481331

Am I the only one who thought of H:tLOZ (Hyrule: the Land of Zelda) when I saw that pic?

http://www.htloz.net/archives/htloz/2000-2001/home.html

>> No.482420

>>482404
Shit nigga, I remember that site, along with The Grand Adventures.

>> No.482426

>>481487
That's amazing, DEM PORTALS

This would have blown Half-Life out of the water.

>> No.482434

>>481239
http://youtu.be/7Tqrfy4SR7I

>> No.482435

>>481487
Well being excited about your product is not always that great. Shit look at how unimpressive that end weapon is and they're all, wooooowwaahahahahahghhh guys. Large splash damage and expanding texture, hyek.
It's less interesting of a weapon than say UT's redeemer, which is the same thing except the player controls it from their view, and it can be shot down. That's interesting.
Though a lot of the other stuff they were showing seemed pretty decent.

>>481540
>That's what I've said a million times about Duke Nukem Forever
Soooo, once for every engine change?

>> No.482448

>>482434
Ironically they have something that >>481487
mentions.
The transitioning from outside to inside can be done with portals. Albeit modern 3D games just fucking lay that shit out.

>> No.482469

>>482207
That's a fanmade level.

>> No.482473

>>482193
The way treasure chest objects were programmed probably required them to contain something, and that particular type of chest had to have an item. Best guess I can give yA.

>> No.482474
File: 23 KB, 450x340, clarissa-explains-it-all__oPt.jpg [View same] [iqdb] [saucenao] [google]
482474

>>481767
but... werent you a teen just before?

futthewuk

>> No.483121

>>481343
Stop n' swoop. That was crazy, I think I actually managed to glitch through the outside of the mountain and get into that little room.
I kept imagining some kind of lock-on cartridge (or possibly 64DD, as that was still a possibility in 1998) for Banjo-Tooie.
And then when we got the real ice key...disappointment.

>> No.483239

>>480190
Somebody post it.

>> No.483479
File: 134 KB, 900x595, 2012-12-12-Window-Distressing.jpg [View same] [iqdb] [saucenao] [google]
483479

>>481703

>> No.483487
File: 244 KB, 400x543, 1337350299519.jpg [View same] [iqdb] [saucenao] [google]
483487

>>482474

>futthewuk

I know we pride ourselves on tolerating each other and being nicer on this board, and I have made a giant effort not to call people out for using text faces and childish internet lingo. But please reconsider using this word in the future friend, at least on this board.

>> No.483503

>>483487
that dog, ftw wtf lol lmao omfg yolo

>> No.483506

>>482284
that explains why using a bunch of the debug-mode made item boxes on death egg starts merging the two stage graphics together!

>> No.483507

>>483487
>>482474

I'm seconding this, please refrain from talking like an absolute little twerp, it sets my teeth on edge.

>> No.483536

>>481419
>>481420

Fun fact: it actually uses the same colour as whatever tunic you're wearing.

>> No.483554
File: 20 KB, 241x230, 1293882456438.png [View same] [iqdb] [saucenao] [google]
483554

>>481843

>many things float down the river and end up there

Pennywise the crone

>> No.483569
File: 277 KB, 637x470, SvkvzUl.png [View same] [iqdb] [saucenao] [google]
483569

"Turtle Rock"

>> No.483571

>>482193

I could be wrong, but I had the original gold 1.01 cartridge and I vaguely remember that Odd Mushroom being in a chest on top of Gerudo Fortress and being very fucking confused as to why, so I don't think it's exclusive to the beta ROM.

>> No.483576

>>483569

beta Dodongo's Cavern boss room entrance?

>> No.483578

>>483571
>original
>1.01

>> No.483586

>>483578

Just looked it up, I guess I meant 1.0, then.
It's the original NA release.

>> No.483597

>>483576
I remember that image from an old magazine. It said that the dungeon was intended to be a Turtle Rock for OoT

>> No.483693

>>482193

It allowed you to enter a secret level, but only if you picked it up under certain conditions. You had to pick it up after a very specific amount of playtime. If you did it right you were transferred to a weird green dungeon but if you really payed attention to it you'd see that'd it was actually 1-2 from SMB turned into a dungeon! That's why the mushroom took you there, it was a Mario homage.

Yeah, I was that kid.

>> No.483716

>>482228

Of course it's terrible, it's from some fan romhack.

>> No.483721
File: 513 KB, 1280x720, Sonic-CD-Desert-Dazzle[1].png [View same] [iqdb] [saucenao] [google]
483721

>you will never play the desert zone
>you could have played it in the sonic CD remake that came out a year or so ago, but it was cut for authenticity reasons

>> No.483772
File: 1.52 MB, 644x2000, croc1.png [View same] [iqdb] [saucenao] [google]
483772

Guess mentioning it in this thread is better than making a new one.

Yesterday, there were a couple of Croc beta/prototype copies leaked. Originally, they were kept among a single Croc forum, and getting tired of their constant smug showing off (they'd make no short effort of reminding anyone that they had them and no-one else did), one of their members uploaded them to mega and posted the links publicly. Cue shots of C&Ds from Zenimax Media, as well as unfortunate casualty being a potential lead to a build of Croc 3, the lead pulling away out of fear of legal trouble coming his way from Zenimax.

I'm uploading both of them now, since the links I've tried have been taken down already. Here's some screenshots from the tech demo, dated 8-11-96. I haven't discovered any debug menus or anything particularly interesting yet, just taking screens as I play through.

Some very noticeable visual differences here. So far as I can tell, Croc controls identical to how he did in release.

>> No.483791

>>483772
>constant smug showing off (they'd make no short effort of reminding anyone that they had them and no-one else did)

holy fuck, that just goes against the entire spirit of the thing, I swear. What a bunch of cunt flaps.

>> No.483794
File: 2.07 MB, 646x2000, croc2.png [View same] [iqdb] [saucenao] [google]
483794

>>483772
The VA for Croc and the Gobbos is different to release, deeper voices. Not found anything that can hurt yet, though I saw what looked like a pelican circling overhead, but couldn't reach it. Gobbo icon starts waving a little flag when you've found it.

>> No.483830
File: 2.29 MB, 644x2536, croc3.png [View same] [iqdb] [saucenao] [google]
483830

>>483791
They weren't making many friends acting that way, for sure. Fair enough that they weren't supposed to have them, distributing the copies could've sent them some unhappy letters from lawyers, as did end up happening to a few people. I'm sure it would've been understandable if they'd just kept quiet about it, but the showing off was a little much. The entire community was shut down after the thing.

>>483794
Last of the screens I've taken for now. Found some lava that causes pain, a falling bridge design which I'm sure wasn't in the final game, and the level ends once you collect all the Gobbos then go through the door. No gong in sight.

>> No.483870
File: 1.43 MB, 646x2031, CROC4.png [View same] [iqdb] [saucenao] [google]
483870

>>483830
Actually, forgot a few. Slight glitch trying to climb up moving platforms; there was no flip when changing direction, Croc just does a skidding slide; the game over screen, top one fading to the bottom one.

>> No.483914
File: 1.10 MB, 638x944, croc6.png [View same] [iqdb] [saucenao] [google]
483914

>>483870
Fuck, upload failed. Will try somewhere else.

Found that there's at least two demo plays, if the title screen is left long enough. Also of note is that there was no music at this point, just some standard ambiance.

>> No.483941

>>483914
Trying dropbox now. Will keep posting screens in the mean time, unless anyone wants to see some of the later demo.

>> No.483982

>>483941
DropBox is being ungodly slow to upload, estimating another six hours just for the first file. Found them re-uploaded on Mega, here

https://mega.co.nz/#!jspgVSqK!Ven2205B1ZiJqn2rKhfL52xxgI1C4H2s79RlBw4RQCA

https://mega.co.nz/#!GxBCmJzC!bvVxO3q2i7VvarPwn6jhVxATvnFVcr4EKR7Ek83MIkQ

>> No.484047

There's a couple of alpha versions of Doom out there.

http://www.doomworld.com/idgames/index.php?id=1
This one was very early and only contains a test map that doesn't really show off many features of the engine. There's some cool debug stuff that can be done, like changing the wall and floor/ceiling textures on the fly and raising/lowering the light level.

http://www.doomworld.com/idgames/index.php?id=2
This one's slightly more playable and you can see a couple of maps that made it through to the final version. There's actually a couple other maps that can't be accessed from in-game, you need to use a command line parameter to access them.

http://www.doomworld.com/idgames/index.php?id=3
This is the closest thing to a playable alpha. Monsters can be shot, levels can be completed (except the second level doesn't have an exit so you need to use command line parameters again), and you can run out of rifle ammo and actually die, though the monsters still don't fight back.

http://www.doomworld.com/idgames/index.php?id=4
This is the 3-map beta that was distributed to the press. There's a couple neat things in here like the old BFG and completely different lost souls. Still no sounds at all.

It should be common sense but none of these will work with source ports. Gotta run them from DOS.

>> No.484143

>>483721
To be fair, that was the developer's own work, not anything in the game.

>> No.484169

>>484143

I'm pretty sure there were one or two cut levels from the original Sonic CD, though they were more like Ruins and such.

>> No.484171

>>481128
Man, I wish there was a beta of this version somewhere, I wanna play as Ivan the space biker.

>> No.484231

>>484169
All the assets were his own creation. There's one level we know is missing but all there is is a concept picture and some enemies/a boss.

>> No.484459

>>483772
>>483794
>>483830
>>483870
>>483914
Shit like this keeps my hope alive for more beta leaks eventually finding their way to the public.

>> No.484503

>>484459
There's a guy right now holding a fundraiser for two Perfect Dark and two Conker, not Twelve Tails, prototypes. Given how tight Rare security was, these are exceptional finds, and pricey to match; 2500 dollars for the lot, last I checked he was at 810.

There was also a second Glover 2 build posted a few days ago, earlier but with more detailed levels than the previous one.

>> No.484508

>>484503
>earlier
>more detailed levels

That's strange...

>> No.484528

>>484508
The people who posted it, Team Carrot, and several people who tried it out, all assumed it to be a later one. But, it's not playable quite as far as the previous build, there's a certain point you can't get past. Have yet to try it myself, so going by the posts of others.

>> No.484532

>>484528
>>484508
I suppose it's entirely possible they later cut down on some content to save space.

>> No.484590

For what it's worth there's going to be 30 odd beta Banjo Kazooie and Tooie tracks released in the next few weeks. Just music though

>> No.484598
File: 129 KB, 1024x768, Dinosaur_planet.jpg [View same] [iqdb] [saucenao] [google]
484598

Why did they have to destroy you and turn you into a Starfox game ?!
Why, my precious, why ?!

>why ?!

>> No.484616

>>484598
http://www.youtube.com/watch?v=cOVBRJToVDY

All this exists, with a fair amount of voice acting. So it was a fair way into production when they moved it over. Hope that a playable build exists somewhere, but not holding my breath. During N64 development, Rare was known to use RAM carts that erased themselves once disconnected.

>> No.484624

>>479546
>you'll never have any idea what Genocide City was going to be

Actually, we know. Take the graphics of The Machine from Sonic Spinball, and give it the level layout of Metropolis Act 3 from Sonic 2. (art elements for Genocide City were reused as The Machine, and Hidden Palace as Toxic Caves).

>> No.484632

>>484598
Now I'm wondering if there is porn of beta Krystal.

>> No.484641

>>484632
Ask /v/ or /co/.

>> No.484947 [SPOILER] 
File: 90 KB, 600x782, krystal_from_dinosaur_planet_by_blackby-d4qovwb.jpg [View same] [iqdb] [saucenao] [google]
484947

>>484632
Here you go anon.
Krystal "riding dinosaurs"

>> No.485086
File: 564 KB, 1192x896, retroarch 2013-04-01 18-58-00-02.png [View same] [iqdb] [saucenao] [google]
485086

I'm just glad we got a near-final beta leak of Star Fox 2 in the end.

>> No.485105

>>485086
Definitely. Getting it at that stage of near-complete was amazing. And wasn't there a small fan patch to fill in the small amount of missing parts?

I wonder what happened for Nintendo to decide to not release an almost ready game?

>> No.485120

>>485105
Because they used a lot of the ideas for Starfox 64

>> No.485116

>>485105
The N64 happened, basically. They were expecting to release it at around the time that Star Fox 2 was gonna come out, so they canned it because they thought it would look outdated or some shit when compared to the much more capable N64 games.

Of course, they went on to delay the N64 another year, so it was kind of a shitty thing to do in hindsight, but I can sort of understand the sentiment.

>> No.485176

>>485120
That wasn't the original reason for it being canned, though. They just thought it wasn't worth it to release a new SNES game that billed itself as being cutting edge when the new hot thing that was gonna make it look like shit was supposed to be right around the corner. Once they did cancel it and the N64 came out a year later, they decided to take some of its concepts for Starfox 64.

>> No.485414

It seems there's some unreleased N64 games floating around that still aren't in mass distribution online.

http://www.nesworld.com/cgi-bin/yabb/YaBB.pl?num=1332443502#0

>> No.485416
File: 204 KB, 428x975, silent hill bad guys.jpg [View same] [iqdb] [saucenao] [google]
485416

gray children in silent hill used to giggle like real children. They also used to be skin colored. Those two things would've made the school part so much creepier in the final version.

http://www.youtube.com/watch?v=icPywzIs0kc

>> No.485439

>>485414
That's a fun little game. Kind of like Micro Machines. I saw a post related to that where someone had posted an unreleased tech demo called Wild Waters, a kayaking game with some moderately decent physics. Clearly a very early build, though, as there's no objective or goal other than 'get to the end', the few levels are all barely made.

>> No.485467

>>483487
>>483507
Please refrain from shitposting on /vr/

>> No.485525

So... Any news on Re 1.5 ?
Is it playable or something ? The last I saw of it were some "new" videos a couple of years ago.

>> No.485571
File: 218 KB, 640x400, 3.jpg [View same] [iqdb] [saucenao] [google]
485571

I've always wanted to try a really early version of WarCraft. Me and my brother both remember my family borrowing a copy from my dad's cousin which differed from the final version, so it would be interesting to compare the two.

>> No.485598

>>483914
TIME FOR SOME AUTISM

Not that it particularly matters, but some of the glitches may be due to emulator inaccuracies. PCSX-R is essentially the most up to date version of ePSXe. Much more accurate/compatible with more roms, and uses the same plugins and bios setup.

IIRC, Xebra is the most easy to use emulator that is made for high accuracy to the actual hardware. It also adds a horrendous dither filter over the image output, but apparently that's accurate and just not noticeable on TVs.

Regardless, thanks so much for sharing these finds with us!

>> No.485595

>>485525
There was a playable build leaked a few months back. It had been halfway patched by the team working on it, but still really buggy. Couple of days ago, there was a patch for it to fix a large portion of the bugs.

>> No.485608

>>485598
Oh, and up to date links for most recent versions can be found at http://emulation-general.wikia.com/wiki/Recommended_Emulators

>> No.485627

>>485598
>>485608
Ah, thanks for the info. I haven't kept up much with PS1 emulation. I was going to try Xebra, but I remembered having some issues getting it set up a while ago, likely due to my own idiocity. I could burn a copy and try it out on an actual console, but I wonder if it's worth a CD-R just to test how accurate one glitch is?

>> No.485636

>>485176
Many more of it's concepts were apparently used in Star Fox Command for the DS, but I've never played it so I can't confirm that.

>> No.485652

>>485636
it did, but too bad it was horrible and barely playable

>> No.485875

>>480323
I'm surprised no one's written a creepypasta about Genocide City. I mean fuck, there's this mysterious, blank empty level in a beta version of Sonic 2... called GENOCIDE CITY.

The Wood Zone is also a pretty mysterious beta zone, but for obvious reasons it gets overshadowed by Auschwitz Hill over there. I read somewhere that Sonic 2 was originally supposed to have time travel like Sonic CD, and Wood Zone was the past version of Metropolis, but I have no idea if that's actually true and I don't feel like looking up sources.

>> No.485921

>>485875

There's probably a few creepypastas floating around. And besides it was just a case of engrish, I'm pretty sure it was renamed "Cyber City" or something in a later beta before just becoming metropolis act 3.

And yeah, I've heard the time travel thing too. Know there was a desert level and a snowy level, but I can't remember if that was a case of that or just reused assets like emerald hill and hill top.

>> No.486007

>>485875
one time during night i was playing sonic 2
i then got into level i did not recognize!
the music went weird and there was screaming and sonic was crying hysterically and tails was a skeleton
then sonic looked at the screen and said "your next"
i turned off game


There you go, accurate creepypasta.

>> No.486027
File: 94 KB, 768x1024, ndg.jpg [View same] [iqdb] [saucenao] [google]
486027

Apparently some location test version Vampire Hunter boards still exist out there. Hopefully one will get dumped someday. I want to use Donovan's prototype Blizzard Sword.

>> No.486030

>>486007
That's not creepy enough
>one time during night i was playing a copy of sonic 2
>i then got into level i did not recognize!
>the music went weird and there was screaming and sonic was crying hysterically and tails was a skeleton
>then sonic looked at the screen and said "your next"
>i turned off game
>then a skeleton popped out

>> No.486034

>>486030
Not cool, man, it is dark here and now I can't sleep :(((((

>> No.486065

>>484616
Were any Rare N64 betas ever leaked?

>> No.486081

>>483982
Thank you!
Also, do you have link for the "elite" Croc forum?

>> No.486109

>>486081
It WAS crocfanforum.forumotion.com, but it was taken down after the leak.

>> No.486138

>>486109
Alternatively, it may have been http://crocfans.net/ which is similarly unreachable. I'm not sure which was the active one at the time, I'm going off second hand talk.

>> No.486205

>>486065
There is a Conker's Bad Fur Day and Perfect Dark Beta / Debug in existence, I'm not quite sure of the difference.

There's currently a donation drive to get copies of them to dump them online
http://www.assemblergames.com/forums/showthread.php?42071-Perfect-Dark-n64-Beta-Version

>> No.486267

>>486007
>>486030
How about

How about instead of a level, it turns into a black and white movie, with a photorealistic Robotnik wearing a Soviet military uniform, torturing Ukrainian people?
Then Robotnik knocks out photo-realistic Sonic by smacking him with a rifle butt, and the screen goes black
And I tried to turn the game off but THE GAME WON'T OFF

>> No.486274

Six words.

Fatal Fury: Mark of the wolves 2.

>> No.486314
File: 156 KB, 640x480, primalrage2.png [View same] [iqdb] [saucenao] [google]
486314

>wait years hoping a beta or prototype will pop up
>someone finally uploads a fairly comprehensive gameplay video
>it looks shit
>;_;

>> No.486335

>>484171

There is, but it is not a beta, but an alpha from 1997.

http://www.youtube.com/watch?v=ImiZUZ-6NQU

>> No.486357

>>486335
It's interesting to play through. It also does use the 'Space Biker' model for Gordon.

>> No.486474

>>481130
Don't know if anybody pointed this out, but:

>A/B icons pushed together

Some kind of item combination, maybe? Perhaps that was going to be the way to trigger things like fire arrows?

>> No.486504

>>484047
Some source ports can play some of them, and SLADE 3 can extract resources from them.

>>486357
Didn't that model get put in the 1.5 patch for multiplayer?

>> No.486621
File: 222 KB, 600x457, croc1.png [View same] [iqdb] [saucenao] [google]
486621

You can get pretty easily out of the original maps and "explore" the surroundings. Had some minor bugs and freeze but nothing serious, also noticed a few unreachable doors and platforms. Might be worth looking into with some editor.

>> No.486634
File: 41 KB, 640x480, 1320405475164.jpg [View same] [iqdb] [saucenao] [google]
486634

mfw nobody cares about Mark of the Wolves 2

>> No.486672 [SPOILER] 
File: 471 KB, 600x455, croc2.png [View same] [iqdb] [saucenao] [google]
486672

Ladybird battle at the end.

>> No.486690 [SPOILER] 
File: 226 KB, 600x455, croc3.png [View same] [iqdb] [saucenao] [google]
486690

Advertisement at the end.

>> No.486716

>>486621
>>486672
>>486690
Thanks for the screens!

>> No.486724

>>481831
I remember seeing this as a kid. Something about the expansive road displayed here made me almost obsessed with it. I wanted so badly to visit that place on my game, but I never could.

Seriously, does nobody else get a slightly uneasy feeling about that image? It's just... straight road. Going on into the horizon, forever.

>> No.487047

>>486314
Which is probably why it never got released.

>> No.487096
File: 21 KB, 512x284, R2Sprites.png [View same] [iqdb] [saucenao] [google]
487096

>>483721
>>484143
The guy who worked on the port got to see these unused assets for "R2" though, that'd pretty rad.

>> No.489345
File: 11 KB, 280x210, 41[1].jpg [View same] [iqdb] [saucenao] [google]
489345

>>486724
Yeah I originally saw these screenshots in gaming magazines and had high hopes for the game, which to be fair didn't really disappoint

My only problems, and these weren't huge problems, is that I wanted there to be more variety in the landscapes of OOT, specially after seeing some of the screenshots

That screenshot I showed that had a large graveyard made me imagine a huge graveyard like the one in Adventure Of Link, not a tiny one like the one in Kakariko Village.

I wanted there to be a light/sky temple where you'd get the triforce, and we kind of got that in Skyward Sword and a sky temple in twilight princess

I wanted there to be a swamp area like in LTTP but that wasn't there either (though to be fair we got a swamp in Majora's Mask)

In fact Majora's Mask basically had the variety of environments I wish OOT would have had. I know this would have pushed a game that took forever to develop even further back, but it would've been awesome.

Speaking of development time, I saw those screenshots and was hoping for a late 1996, early 1997 release but it just didn't happen. The wait was excruciating because the screenshots kept coming.

Anyway here's an early model for one of the kokiri kids

>> No.489378
File: 11 KB, 200x148, 42[1].jpg [View same] [iqdb] [saucenao] [google]
489378

>>489345
In retrospect, though, I guess I'm thankful for the high amount of dungeons that OOT did provide, specially nowadays that Nintendo thinks they can get away putting 4 large dungeons in each game and a couple of mini dungeons, then make up for it by making you re-visit the same area over and over

Here's an early beta hyrule castle market. The happy mask shop was apparently not around or was a plain house back then

>> No.489412
File: 17 KB, 320x237, 32[1].jpg [View same] [iqdb] [saucenao] [google]
489412

>>489378
well, making you re-visit the same area over and over AND making you go on collec-a-thons

HURRR FIND ALL THE FAIRY TEARS
HURRR FIND ALL THE FISH THAT LOOK LIKE NOTES
HURRR FIND THE SPIRIT TEARS
FIND THE TRIFORCE SHARDS TO MAKE THE SWORD STRONK AGAIN

really Nintendo, what the fuck happened...

Anyway here's king dodongo when he wasn't such a big lizard. I don't know for sure but this is probably what he looked like before they figured out some programming trick to make him bigger and more intimidating... or maybe he was a placeholder

>> No.490998
File: 17 KB, 255x200, Fado_Restored[1].jpg [View same] [iqdb] [saucenao] [google]
490998

>>489345
The thing about that image is that girl's model is still in the real game in that position. She was thought to be the Wind sage before that temple was removed, and and alternative to Saria.

She's still in OoT now and is one of the few Kokiri with a name but absolutely no purpose in the game, she's called Fado and also is the only other one to disappear when Link is an adult, hiding in the Lost Woods.
Fado is also the name of the Wind sage in the Wind Waker

>> No.491515

>>481873
>pics at the bottom
Looks like someone was doing R.O.B. camwhoring back before it was shit.

>> No.491989

I remember the back of the Goldeneye 64 having screenshots of the beta with dismemberment and blood spray...

Fucking A.

>> No.492191

>>490998
>wind temple

Apparently OOT was an even more ambitious game than what I initially thought

It's sad that cartridge space and development constraints short us on the creator's vision, but I guess that's better than waiting forever and getting a crappy game anyway (Duke Nukem Forever)

And, like I said before they reused some of the unused ideas and we got them later (Light/Sky temples in TP and WW)

>> No.492214

>>480951
As much as I love OoT, the game will never live up to my imagination when looking at the earliest screen shots in gaming magazines.

Back when every month for, like, two years, every single magazine was devoted to sharing ever morsel of Zelda 64 they could find.

>> No.492223

>>492191
I think it may have turned into the Forest Temple and what wasn't used was put into WW, but I'm not too sure.

It's why in Ganon's castle the Forest section has wind related puzzle's, and why the Water section is Ice related, as both temple's ended up changing elements during development. Also see, Zora's Domain still being frozen over.

>> No.492230

>>481153
As a kid, it felt like it was getting delayed constantly, and by long periods of time.

Now that feels normal, but for a 10 year old that felt eternal.

>> No.492226

>>492191
DNF could have been a great game. Gearbox released it unfinished because they are scum.

http://www.youtube.com/watch?v=FqBJ7iX5a-o

>> No.492239

>>481158
I remember some early magazine saying it would take a day to walk across the entire map. And they didn't mean it as a day in game time, they meant it as a day in real life. They emphasized this point.

>> No.492249

>>481183
They still call them Wallmasters. Which is confusing, because they're more like Ceilingmasters.

ikoOoT was the first Zelda game I sat down and played to completion, so it was a long time before I realized why they were called Wallmasters.tg

>> No.492263

>>492230
Yeah if I remember correctly I started seeing screenshots in 1995-96 with a release I believe in late 1996

To be fair Twilight Princess was delayed even more

>>492223
>Also see, Zora's Domain still being frozen over.

What do you mean? That you think there was a temple you had to finish to unfreeze the domain?

>>492214
Yeah that's what I'm saying when I said I was hoping for more. A Link To The Past and previous Zelda games had so much variety in environments I was hoping the same would be true of OOT

Remember that Zelda 1 and 2 both had a large portion of the map devoted to graveyards and wasteland?

What about the swampy area of Zelda 2?
Also

>you now realize no other Zelda game ever explored the land north of Hyrule, north of Death Mountain ever again

>> No.492293

>>492249
>you now realize no other Zelda game ever explored the land north of Hyrule, north of Death Mountain ever again

That whole area has been neglected for over 26 years

When will a 3d Zelda once again explore the land to the other side of Death Mountain?

Will nintendo ever again get creative enough to expand the land of hyrule or will we forever be stuck in the same land with the same lake hylia desert forest environments that we've been stuck in since OOT?

>> No.492309

>>492293
And that's one big problem since OOT... since LTTP Zelda has pretty much been the same environments, nothing changed in Skyward Sword or Twilight Princess

That's why it's refreshing when Link travels to foreign lands like in the OOT games, LA, and Majora's Mask

You just don't know what areas to expect since in adventures in Hyrule you pretty much know what's going to be there before you explore.

Also Wind Waker's not my favorite game but I do appreciate how they made Hyrule look fresh by flooding it

>> No.492313

>>492263
Well it's thought back when the Water Temple was the Ice Temple, which then turned into a short standalone dungeon, that completing it would melt the ice in Zora's Domain, but it was eventually scrapped.

Because the Ice Temple definitely existed at one point, and there's no point in the game nowadays for the place to be frozen over or even a real explanation beyond 'Ganondorf' if I remember correctly. It's just a remnant of what was changed in development

>> No.492318

>>492309
>oot games

I mean the oracle games obviously

>> No.492335

>>482384
I feel like I'm reading about KOTOR2.

>> No.492343

>>492313
That sucks, it always bothered me that I finished the game and Zora's Domain was never thawed

It would have just taken a quick cutscene to show it thawing

But to be fair at the end credits there are Zoras in the celebration so you can at least assume that some Zoras beside the King survived

Also, I always wondered why Mido and King Zora were sad at the end of the game, sulking separately instead of taking part of the celebration

They were expecting to be reunited with Saria/Princess Ruto at the celebration when everybody gathered! But, alas, both were now sages and not part of the living world, and I'm not sure but they may be dead as well

>> No.492367

>>492343
It is heavily implied that at least most of the sages were killed before becoming a sage (and pretty much explicitly stated with Daurunia and Nabu(?))

>> No.492403

>>492343
What >>492367 said. They never explicitly came out and said it but it is widely accepted. I never thought about it until I was older and it ended up making me hate the end. I mean most of your friends you made along the way and your closest friend are now dead. You probably have some sort of issues from being a kid in an adult body facing a myriad of shit that wants to kill/eat you. Then at the end you leave hyrule because there is nothing left there for you. It is depressing as fuck hidden in a giant celebration.

Then we get majora's mask which is JUST as fucking depressing if not more and you get to see even more terrible shit. I would hate to know that link as an adult.

>> No.492410

>>489412
I remember a British magazine I bought called him "Dr. Dodongo." I thought that was strange.

>> No.492430

>>492410
Well he didn't attend 7 years of medical school to be called "Mister"

>> No.492448

>>492403
>Then at the end you leave hyrule because there is nothing left there for you.

He left so he could take the ocarina of time with him to keep it as far away as possible from anyone trying to access the sacred realm ever again

At the beginning of Majora's Mask he was also "looking for an old friend" (assumed to be Navi)

Apparently he didn't get enough "HEY" "LISTEN" during his quest

>> No.492493

>>492403
And the ending of Majora's Mask is depressing too! Because you will never solve everybody's problems and save the world in one three day cycle. Something bad will always happen, be it Anju and Kafei don't get back together, the cows get taken and the girl gets mind frazzled, or just the old Deku Butler crying after the credits.

>I would hate to know that link as an adult.
>>492448
And in TP you do! As he's the Stalfos teaching you tricks, and Stalfos are made by dying in the Lost Woods. So it's also implied Link never found Navi, spent the rest of his life wandering those woods and died there. Forever immortal.

Man Zelda is a depressing game
https://www.youtube.com/watch?v=D6XMKtjtvaM

>> No.492520

>>492493
>>492493
>Link never found Navi, spent the rest of his life wandering those woods and died there.

I hope Nintendo one day releases a follow up to that Link's story, because that's a bitter end to one of the most iconic Links in the series

So far the Link from A Link To The Past has been the most heroic, saving Hyrule, then faced with the bitter decision of destroying Koholint to escape the dream world, then saving Holodrum and Labrynna as well. HE got more than one sequel, why can't OOT Link?

>> No.492528

>>492493
That's the beauty of MM though. The whole game is about grief, and the last stage of grief is acceptance. The player themself has to accept that they -can't- save everyone. You save Termina, and try to do as much good as you can in those three days, but it forces the player to accept the human limitations of Link, even in the face of his magical abilities.

>> No.492546

>>492528
But this is a human who has been empowered by the goddess of time. He SHOULD be able to save everyone in the end. It says something less about human grief and more about gods only caring about the big picture not the small pieces that make up said picture.

>> No.492552

>>492528
Where are you guys getting that he didn't save everyone from?

https://www.youtube.com/watch?v=Db15jJl9Gfk

You do realize at the ending credits everyone is celebrating, [Adult] Kafei is marrying Anju, and everybody is happy

Even the carnival goes on as planned

The only ones Link was not able to save were those who he got the transformation masks from

>> No.492580

>>479574
Sonic and knuckles plus sonic 2 and play as Knuckles.
Or,
Don't let tails get any rings.

>> No.492621

>>479574
>all this whining about tails losing your rings

You do know the entire game was going to be like that, not just the special stages, right?

I played a sonic 2 beta rom and every time tails fell or got hit he'd lose your rings anywhere in the game

>> No.492626

>>492580
http://www.youtube.com/watch?v=xzFEfoAswQc

>> No.492767

>>492626
Это дерьмо замедляется, какого хрена ты думал?

>> No.492771

>>492546
Or that time is more powerful than the gods.>>492552
This never made sense to me, even as a kid. I mean, yo saw everything reset with each Song of Time.

>> No.492801

>>479569
I never understood how somebody with a 300 IQ could continuously build his weapons manufacturing plants in such a way that would effectively allow his arch nemesis to navigate them with ease. Eggman would have won if he had just removed all those Sonic size tubes and springs, hell not even all of them, all he had to do was remove just enough to obstruct Sonic for 10 minutes.

Imagine how fucked Sonic would be if Eggman had come out with something like "Just run in a straight line zone" and made it exactly 10 minutes long.

>> No.492853

>>492771
But in the end it didn't reset, there wasn't a reason to reset since the moon had stopped falling and wouldn't crush Clock Town on the third day.

That's why if you look at this video again

https://www.youtube.com/watch?v=Db15jJl9Gfk

You'll notice that now it says "Dawn of a New Day" in other words it's the 4th day, not the start of the first day again.

It's also safe to assume that Majora's defeat broke the magic spell it had cast on Kafei, allowing him to marry Anju and undoing a lot of the terrible things it had done to the citizens of Clock Town.

The ranch girls, however, have an uncertain future. The little sister is shown having some skill with the bow and practicing, implying that next time the beings attack the ranch she's going to defend it.

>> No.492931

>>492853
>>492552
Well it's a lame excuse but I'll say that's just because it's a game. It assumes you've done all these events at least once so they're in the credits, but they're still there whether you've never even met the Ranch girls and never saved them.

>> No.494596

>>490998
>one of the few Kokiri with a name but absolutely no purpose in the game

She tells you that everyone who comes to the forest becomes a stalfos and trades you the mushroom for a saw

>> No.496314

>>479546
But I played through wood Zone in the beta rom

>> No.496941

>>480051
B-but you can watch it right here!

http://www.youtube.com/watch?feature=player_embedded&v=oHtzXzu2BDA

>> No.496957

>>492621
I think that was an accidental behavior because Tails routines were copypasted from Sonic.

>> No.496969

>>496941
That's a fake done in mmf. In one of his videos you can download the thing. And he didn't even care of making Green Hill sound like the actual proto.

>> No.497356
File: 202 KB, 1424x976, sanicextreme2_1.jpg [View same] [iqdb] [saucenao] [google]
497356

Hay guiz, can I join in the fun?

The sonic xtreme beta for Saturn.
Not much to speak of, it's like 1/4th of a level. And the score counter goes up a few hundred a second for some reason.

>> No.497367
File: 213 KB, 1424x976, sanicextreme2_3.jpg [View same] [iqdb] [saucenao] [google]
497367

The only environmental interaction I can find (besides ring collecting) is jumping in the first of these diamonds and...

>> No.497370

>>497356
They finally dumped it?

>beta
>implying that wasn't a conceptual alpha tech demo for boss fights

Still can't believe all the drama that sparked from this. Some guys are delusional.

>> No.497390
File: 167 KB, 1424x976, sanicextreme2_4.jpg [View same] [iqdb] [saucenao] [google]
497390

...popping out.
The other diamonds do nothing, and I can't even reach the second from jumping out of the first.
The draw distance also leaves a lot to be desired, but that's typical of the Saturn. I always feel boxed in when I play a saturn game, but I guess it has a weird charm.
I picked up the beta from emuparadise, if you decide to try it for whatever reason, use the Japanese bios and locale settings.

>> No.497417
File: 72 KB, 1424x976, sanicextreme5.jpg [View same] [iqdb] [saucenao] [google]
497417

>>497370
I didn't know this.
Yeah, no menus or anything interesting to speak of, just drops you in the middle of the grass with a few rivers and rings, and those damn diamonds. You hit an invisible wall a little after that. Framerate is real smooth though, but it's a fixed camera too. And we all know how bad Sonic team is with cameras.
Here's the title screen, real X-TREME.

>> No.498621

>>497370
There was allegedly a much more complete beta, but that's found its way into the hands of a private collector.

>> No.498631

>>498621
No you got it wrong, the so called "private collector" got some alpha which resembled what this guy is showing and that fucknut assembler made some animated gifs to show off how long his dick was or something. And there was some drama between the guy who got pneumonia developing the game's forum and the assembler games site I can't even remember all the fuss. But as far as I get it the full beta, whichever stuff is in it, remains in SoA hands.

They're actually developing a fangame taking pages from stuff that guy developed back when he worked at Sega.

Unless I'm out of date.

>> No.498641

>>497390
That's like an engine demo, not even a beta game... I recall the team slapped it together in like 1 week.

>> No.498646

>>498631
>They're actually developing a fangame taking pages from stuff that guy developed back when he worked at Sega.
I've seen a few fangames being modeled after what was known, but I have yet to see any of them get out of early development. Most interesting one I remember seeing was called Project AXSX, I believe.

>> No.498671

>>498631
>>498646
I recently played one based on the doom engine, It was nice until the underwater levels hit you like a brick. Got through them, then the control and object placement are so bad that Robotnik is almost unbeatable so I gave up.

>> No.498672

>>497370
No. The actual Beta (IE the fish-eye engine version) never got dumped and some rich fucker bought the only known prototype.

However there's been various mapfiles dumped of the Fish-eye engine version and a tool to view them. Just nothing actually playable. A bit of searching can help you find them.

>> No.498673

>>498671
Wasn't that just SRB2?

>> No.498681

>>498672
The actual Beta (IE the fish-eye engine version) never got dumped and some rich fucker bought the only known prototype.

Are you sure? I thought I read that thread thoroughly a couple of years ago, and that guy got the engine demo. Source?

>> No.498780

>>485086
I can't get a patched version to work at all. Makes me sad ;_;

>> No.498790

>>485105
What really should you be asking is why don't they release it on VC already.

>> No.498853

>>498790
I do ask myself that. They could do a whole hype campaign behind it, too, "the lost sequel to Star Fox". Maybe take a few people a month of effort to patch it up, port it to VC, release it, make thousands.

>> No.498898

>>481239
>team fortress 2
i had to laugh a bit

>> No.498949
File: 6 KB, 251x251, 1356541916442.jpg [View same] [iqdb] [saucenao] [google]
498949

>>486690
>Real time 3D at 30fps
better than most games can claim nowadays

>> No.499337

>>498898
>me in 2002

"Wait until TF2 is released, it's going to be super realistic and team oriented"

I was right on one account, guess which one

>> No.499529

>>498780
There's a torrent or download out somewhere with each of the different alpha/beta versions including a pre-patched "final" version packed up nice with emulators for each.

>> No.500974

>>499529
The patched final ROM works on all the emulator cores for RetroArch.

>> No.504203
File: 285 KB, 640x480, croc.png [View same] [iqdb] [saucenao] [google]
504203

There is shittons of new and different stuff in the newer prototype of Croc.