[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 6 KB, 314x147, lizard guy.png [View same] [iqdb] [saucenao] [google]
5910584 No.5910584 [Reply] [Original]

Why would they do that? He looks awesome.

>> No.5910585
File: 6 KB, 371x153, lizard guy2.png [View same] [iqdb] [saucenao] [google]
5910585

>> No.5910592
File: 264 KB, 372x253, MetalSlug-stoneturtlewalk.gif [View same] [iqdb] [saucenao] [google]
5910592

Cut content thread

>> No.5910595
File: 27 KB, 256x224, SD3location136.png [View same] [iqdb] [saucenao] [google]
5910595

This cut boss is actually functional in the pre-release demo.

>> No.5910602

>>5910584
>>5910585
>make a mock up of a Rondo of Blood enemy
>ignore the obvious neck sprites that imply it will have a long neck that can crane and lunge at you
>have the monster attack fucking Soma Cruz

>> No.5910610

>>5910592
I fucking love giant metal turtles. From what MS was it cut?

>> No.5910626

>>5910584
too much for the PC engine perhaps? I guess that's why they repeated some boss areas that didn't fit the levels

>> No.5910669
File: 10 KB, 256x224, Rondo5-5.gif [View same] [iqdb] [saucenao] [google]
5910669

Rondo seems to have a lot of weird places that seem like they're left overs from unused ideas. Dead ends with mysterious things, like pic related.
In the PSP remake they included secret collectibles in these areas, but on the original, nothing. This sort of mirror/portal does absolutely nothing.

>> No.5911262

>>5910610

MS5, they had this whole tower on the back of elephants on the back of a giant mecha turtle thing going on but they scrapped like 90% of the intended story and glued whatever they had together.
like that tunnel slug, that was originally a boss.

>> No.5911274
File: 106 KB, 1750x1210, Gergoth.gif [View same] [iqdb] [saucenao] [google]
5911274

>>5910584
Think it was meant to be Gergoth's living form?

>> No.5912129

>>5910584
How was he cut from Rondo of Blood if he's supposed to battle Soma Cruz?

>> No.5912131

>>5910669
I always wondered what that was for.

>> No.5912156

>>5910585
My only guess is that it's too imposing to have at the beginning of the game (also where the files are found). You don't want ro front load a boss like that, only to fight smaller things as the game goes on. I guess you can do the "fight it later" bit, but idk something about it just doesn't fit with the rest of the game.

>> No.5912172

>>5912156
I think it may just be visuals-- if my memory servers, Rondo is actually pretty devoid of bosses who are just static background elements who don't move. Even its largest bosses like the Wyvern have all sorts of frames for turning and shifting. They may have decided this dragon was too static compared to the others.

I think it says something when Rondo's biggest "immobile" sprite (the Behemoth in Stage 2) is meant to be seen as little as possible as it chases the player.

>> No.5912189

>>5912156
>>5912172
Stage 1 had those giant golems. The dragon might have been similar to them. The design seems odd though; it's a long and rigid tail but has almost no neck.

Also, Dracula's second form in Rondo is extremely static.

>> No.5912261

>>5912189
Pretty sure the guy who assembled the sprite did it wrong, the two upper left sprites are clearly neck joints and he would have done the whole "circles make a long jointed object" trick a lot of 16bit era bosses used. The question is how long of a neck.

>> No.5912287

>>5910669
http://www.vgmuseum.com/mrp/multi/Essays/essay-dougr.htm

What do you guys think of this theory?

>> No.5912354

>>5912172
Excellent point with the Behemoth, and very inline with the thinking. It's very peculiar that they wanted to emphasize that its back end was nonexistent.
>>5912189
>Dracula
I don't know. The fact that he's the only static looking boss (literally looks like a stone Gargoyle) makes it all the more formidable. Since there's nothing to really compare it to it feels ominous. I get the feeling that this ties into the omission of the Green dinosaur in OP.

>> No.5912413

>>5912129
That's assembled from the sprite sheet.

>> No.5912668

>>5911274
It looks nothing like that, retard

>> No.5912709

>>5912668
>Both are large reptilian beasts
>Both fire lasers from their mouths
>Both have ridges on their backs
>Both have the same general head shape
>Gergoth's body is severely rotted beyond recognition
And don't forget Balore was quite different when he reappeared as a massive undead corpse in Dawn of Sorrow.

>> No.5913216 [DELETED] 
File: 8 KB, 401x166, Unused_Rondo_Dragon.png [View same] [iqdb] [saucenao] [google]
5913216

>> No.5913231
File: 15 KB, 401x166, Unused_Rondo_Dragon2.png [View same] [iqdb] [saucenao] [google]
5913231

>> No.5913771

>>5912354
He's clearly still made of flesh, he's just barely animated. He's a floaty, almost static square and has to awkwardly slide back across the screen for his lightning move. All other versions of that form were way more flexible, and the Dracula X Chronicles made it able to move (and jump for the lightning attack) as well.

>> No.5913776

>>5913231
This looks more likely, though the torso still looks bizarre. Those legs aren't nearly big enough, and the tail looks like it'd be clipping through the floor. They might have just scrapped the design because it looked bad and opted for the golem enemies in the final stretch.

>> No.5913780

Either they weren't satisfied with the result or they just didn't have the time to make him.

Looking at his sprite, _I_ can't think of a good boss to make out of him. Just inch back and forth shooting lasers while you chip at his torso? Eh.

>> No.5913902

>>5910669
I wondered about this one for years.

>> No.5913932

>>5910669
You do wonder how many of the random "flavor" bits in games are less intentional, tiny things added simply for style, and more like remnants of more complex ideas that weren't fully removed, or that time didn't allow to be fully implemented.

I forget the color, but in SMB2/DDP, isn't there a certain type of Snifit that appears in just one location? There was also going to be a grey ShyGuy that follows you around, but was removed, seemingly at the last minute since it still appears in the manual. Not too long ago someone was able to reimplement it, but I wonder why they decided to cut it, but left in the lone Snifit.

>> No.5913935

Maybe they reused the head for the snake boss on the bridge.

>> No.5913993
File: 62 KB, 780x437, factor-5-beats-sega-to-the-punch-1512057692[1].jpg [View same] [iqdb] [saucenao] [google]
5913993

>>5912287
Eh, I think Rusty just looked at pre-release screenshots (and possibly a video if they've been to a trade show) and just copied certain sprites from Rondo of Blood.
It's not uncommon, an Amiga game "The Adventures of Quik & Silva" had Sonic the Hedgehog as an enemy 1 month before Sonic's first game even came out.

>> No.5914002 [SPOILER] 
File: 37 KB, 480x270, 1569711756014.jpg [View same] [iqdb] [saucenao] [google]
5914002

There was clearly foreshadowing for this dragon boss going on.

>> No.5914141

>>5912709
It looks nothing like that, retard

>> No.5914162
File: 124 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
5914162

>>5913932
Somewhat relevant example
In Castlevania: Dawn of Sorrow there's a giant piano in a room.
According to cut dialog it looks like it was supposed to give hidden items, but in the final game it's just for show.

>> No.5914226

>>5910595
Is it released? And where in the game is it met?
Would be neat to port to the final game.

>> No.5914248

>>5914162
>Dawn of Sorrow
A very rushed game. The luck stat doesn't work making grinding for souls harder than it's intended to be, and Hammer was supposed to be playable in Julius mode.

On topic, Konami had a weird habit of reusing unannounced, cancelled games as assets or weird minigames that are really out of place. They do it a lot, I'm surprised it's not mentioned as often as when other companies do it (like Nintendo, or Segagaga's Thunder Force 6 segment)

- everything about the game arcade in the SNES Goemon series (Xexex, Gradius...)
- an exclusive TG16 shump as a bonus in Tokimeki Memorial
- hack and slash "nightmare" in Metal Gear Solid 2
- new Gradius-like for DS as an intermission minigame in Hayato The Combat Butler DS, a linear visual novel with minimal interactivity and budget

>> No.5914938

>>5913780
>Just inch back and forth shooting lasers while you chip at his torso? Eh.
Interestingly enough, that perfectly describes what the giant golems just before the stage 1 boss do. It's possible this dragon was meant to be a grounded, lesser version of the boss dragon, but Konami thought it looked too large and awkward to use as an enemy.

The dragon, and its laser breath, honestly remind me of Olrox's second form in Symphony of the Night. The body is obviously different, but the green is there and it's a laser shot from above, albeit one that causes an explosion.

>> No.5915193

>>5914226
At the end of Volcanic Island Bucca's sea side cave, arguably one of the most difficult and longest dungeons in the game. I bet they cut it because you're hurting by the end of it pretty badly

>> No.5916340

>>5914248
>Hammer was supposed to be playable in Julius mode.
holy shit im pissed now
imagine contra in castlevania gameplay

>> No.5916349

>>5911274
literal foreskin boss

>> No.5916364

>>5916340
Here's worse: In the PSN/Live game "Castlevania: Harmony of Despair", numerous scrapped voice clips and even a couple of graphics show Hammer was at least at some point in development considered for that game too.

>> No.5916375

>>5916364
>inb4 he's cut in the mobage game too

>> No.5916380

>>5916375
When all you've got is a Hammer, every problem looks like cut content.

>> No.5916385
File: 333 KB, 401x349, I'll give ya a good advice.png [View same] [iqdb] [saucenao] [google]
5916385

>>5914248
>>5916364
>>5916375
this image may have a bigger purpose now

>> No.5916386

>>5916385
oh shit i'm sorry

>> No.5916403

>>5914002
Have you ever seen a dinosaur before?

>> No.5916446

I miss castlevania

>> No.5916518

>>5916403

So you are under the assumption that Konami would design a dragon with a long neck, scrap it.. and then decide to put a dinosaur skeleton in the game instead of designing both the dragon and skeleton side by side in an attempt of foreshadowing the later cut boss fight?

>> No.5916643

>>5914248
>The luck stat doesn't work making grinding for souls harder than it's intended to be
It does work, it's just such a really bad increase. I wouldn't be surprised if it was a PEMDAS fuckup.

>> No.5916659

>>5916518
Considering where the assets are found, the dragon/dinosaur might have been intended for Level 1. The skeleton you're talking about is found in level B3.

>> No.5916731

>>5916340
Hammer probably would have played like Grant, Julius mode would then be a complete parallel to the Castlevania III crew.

>> No.5916752

>>5913771
True, but it works for the initial game since he's an ominous final boss. And, well, since he's at the end he's the least seen boss. Reminds me of that Sonic Wings game with a floating ghost cloth at the end.

>> No.5917395

>>5916752
He looks intimidating but quickly becomes rather awkward, and the Rondo Dracula battle is probably one of the easiest in the series.

>> No.5917612

>>5910584

I can't believe they used this shitty mockup on TCRF, really shows how low their quality control is.

>> No.5917632

>>5916518

Almost every CV has a skeledragon

>> No.5918279

>>5916364
Believe it's implied he was gonna be playable in Julius Mode of Dawn of Sorrow as well. He would have played similar to Grant, completing the "Castlevania III reunion".

>> No.5918937

>>5916385
Grant gets fucked over too much. We need him finally back in a game. His jumps are the foundation of Metroidvania movement and his wall-climbing skills have yet to be matched.

>> No.5918956

>>5916349
My condolences on the mutilated dick, bro. You could always go all they way for the tranny touchdown. It doesn't really make a difference by that point.