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subdirectory_arrow_right Dinosaur Planet (Game)
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The floating planetoid representing CloudRunner Fortress on the world map screen in Star Fox Adventures very clearly resembles its original, rockier iteration from the Nintendo 64 version of Dinosaur Planet, as opposed to its remodeled look in the final Star Fox Adventures.
CloudRunner Fortress in the leaked December 2000 build of Dinosaur Planet:
https://www.youtube.com/watch?v=MEWGNBGf6CI?t=239
CloudRunner Fortress in Star Fox Adventures:
https://www.youtube.com/watch?v=Gi1iQh_nwIQ?t=28
https://www.youtube.com/watch?v=MEWGNBGf6CI?t=239
CloudRunner Fortress in Star Fox Adventures:
https://www.youtube.com/watch?v=Gi1iQh_nwIQ?t=28
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In an early demo build of the game from E3 2014, Luigi was able to perform a wall-jump (possibly as a leftover from Mario's moveset), but for unknown reasons, this was removed in the final version of the game.
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Wuhu Island was originally created for Wii Sports before its debut appearance in Wii Fit. An early version of the island can be seen in a leaked development image for Wii Sports, and in footage of the unused Airplane sport in the E3 2006 demo for the game. The leaked image also indicates that the Airplane sport would have also given you the option to fly around the island with a Rocket Belt, an idea that would later be reused in Pilotwings Resort.
The Cutting Room Floor article:
https://tcrf.net/Development:Wii_Sports
Wii Sports E3 2006 Airplane:
https://www.youtube.com/watch?v=s0MtVyuIsKI#t=191
https://tcrf.net/Development:Wii_Sports
Wii Sports E3 2006 Airplane:
https://www.youtube.com/watch?v=s0MtVyuIsKI#t=191
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Baldur's Gate 3 was originally revealed with a CGI trailer at a conference for the Google Stadia cloud gaming service in June 2019 as part of an Early Access exclusivity deal that would ultimately be cancelled when Stadia was shut down in 2023. The game's director Swen Vincke touted the service at the time for its purported accessibility, and the potential for in-game community feedback to directly affect the game's development and playthroughs via Stadia's Crowd Choice feature. However, Vincke later expressed regret over having the game be revealed this way, calling it "a really stupid deal" due to the challenges of releasing an Early Access build to a second platform, but that "it allowed me to pay for the CGI."
Baldur's Gate 3 Stadia Announcement:
https://www.ign.com/articles/2019/06/06/baldurs-gate-3-officially-announced-for-pc-and-google-stadia
Stadia-Exclusive Features:
https://www.ign.com/articles/baldurs-gate-3-stadia-exclusive-features-early-access-contents-release
Stadia Reveal Regret:
https://www.ign.com/articles/larian-founder-on-working-with-google-stadia-for-baldurs-gate-3-it-was-a-really-stupid-deal
https://www.ign.com/articles/2019/06/06/baldurs-gate-3-officially-announced-for-pc-and-google-stadia
Stadia-Exclusive Features:
https://www.ign.com/articles/baldurs-gate-3-stadia-exclusive-features-early-access-contents-release
Stadia Reveal Regret:
https://www.ign.com/articles/larian-founder-on-working-with-google-stadia-for-baldurs-gate-3-it-was-a-really-stupid-deal
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Throughout 2022, there were several leaks in regards to the existence of Silent Hill: The Short Message. First, screenshots were leaked of a playable teaser for the game, where it was known under the working title "Silent Hill: Sakura". Then, in both September and December of that year, the game received age ratings in both South Korea and Taiwan, respectively. Additionally, when Konami began hiring for upcoming projects based on Silent Hill, one of the projects was an unannounced in-house game, which would later turn out to be Silent Hill: The Short Message.
Screenshot leak:
https://bloody-disgusting.com/video-games/3730431/more-leaked-images-purportedly-from-the-silent-hill-2-remake-and-silent-hill-sakura-appear-online/
South Korea rating:
https://www.gematsu.com/2022/09/silent-hill-the-short-message-rated-in-korea
Taiwan rating:
https://www.gematsu.com/2022/12/silent-hill-the-short-message-rated-for-ps5-in-taiwan
Konami hirings:
https://www.thegamer.com/konami-silent-hill-unannounced-hiring/
https://bloody-disgusting.com/video-games/3730431/more-leaked-images-purportedly-from-the-silent-hill-2-remake-and-silent-hill-sakura-appear-online/
South Korea rating:
https://www.gematsu.com/2022/09/silent-hill-the-short-message-rated-in-korea
Taiwan rating:
https://www.gematsu.com/2022/12/silent-hill-the-short-message-rated-for-ps5-in-taiwan
Konami hirings:
https://www.thegamer.com/konami-silent-hill-unannounced-hiring/
subdirectory_arrow_right Pokémon Silver Version (Game)
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Early builds of Pokémon Gold and Silver indicate that Celebi was originally designed after Kokopelli, a trickster figure, mythical flautist, and fertility deity worshiped by certain indigenous tribes in the American southwest (most prominently the Hopi and Anasazi). This is most apparent in a leaked build from May 6, 1998, in which Celebi's sprite is nearly identical to modern depictions of Kokopelli, with the only major deviation being the addition of eyes. A later design is present in the data for the Spaceworld 1999 demo, bearing a closer resemblance to Celebi's finalized sprite but retaining the Kokopelli motif.
Dr. Lava tweet:
https://twitter.com/DrLavaYT/status/1293193966649630720
The Cutting Room Floor article for the May 6, 1998 build:
https://tcrf.net/Development:Pok%C3%A9mon_Gold_and_Silver/Sprites/980506#Sprites_300-448
The Cutting Room Floor article for the Spaceworld 1999 demo:
https://tcrf.net/Proto:Pok%C3%A9mon_Gold_and_Silver/Spaceworld_1999_Demo/Pok%C3%A9mon#Demo_152-251
Indigenous Peoples' Literature article about Kokopelli:
https://www.indigenouspeople.net/kokopelli.htm
History Daily article about Kokopelli:
https://historydaily.org/kokopelli-a-fun-loving-guy/3
https://twitter.com/DrLavaYT/status/1293193966649630720
The Cutting Room Floor article for the May 6, 1998 build:
https://tcrf.net/Development:Pok%C3%A9mon_Gold_and_Silver/Sprites/980506#Sprites_300-448
The Cutting Room Floor article for the Spaceworld 1999 demo:
https://tcrf.net/Proto:Pok%C3%A9mon_Gold_and_Silver/Spaceworld_1999_Demo/Pok%C3%A9mon#Demo_152-251
Indigenous Peoples' Literature article about Kokopelli:
https://www.indigenouspeople.net/kokopelli.htm
History Daily article about Kokopelli:
https://historydaily.org/kokopelli-a-fun-loving-guy/3
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Within the 2023 Insomniac Games ransomware leak, a PC developer build of the game was found to include several unused Symbiote bosses, including Riot, Lasher, Agony, and Phage. These characters were intended to appear as a team alongside the main antagonist, Venom. However, during development, the game’s story likely underwent changes and the focus shifted to other characters, such as Kraven and Venom. As a result, the Symbiotes besides Venom, Scream, and Anti-Venom were abandoned.
Marvel’s Spider-Man 2 Leak Reveals Cut Content, Including Riot And Other Symbiotes:
https://exputer.com/news/games/marvels-spider-man-2-leak-riot/
Marvel’s Spider-Man 2 Leaks Reveal Symbiote Bosses That Didn’t Make the Final Cut Along With Some Scrapped Story Elements:
https://in.ign.com/marvels-spider-man-2/200881/news/marvels-spider-man-2-leaks-reveal-symbiote-bosses-that-didnt-make-the-final-cut
https://exputer.com/news/games/marvels-spider-man-2-leak-riot/
Marvel’s Spider-Man 2 Leaks Reveal Symbiote Bosses That Didn’t Make the Final Cut Along With Some Scrapped Story Elements:
https://in.ign.com/marvels-spider-man-2/200881/news/marvels-spider-man-2-leaks-reveal-symbiote-bosses-that-didnt-make-the-final-cut
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In 2021, a 15-second clip of early animation tests for the game dating back to 2006-2007 was discovered on the website of animator Michael Daubert, who worked on animations for an early iteration of the game, but went uncredited in the final release as everything in the test footage was scrapped. These tests showcase a completely different art style from the final game and unused gameplay elements, with Mickey shooting ink out of his body to quickly surf around, and jumping and slamming the ground to summon a tidal wave of ink to attack large Blotling enemies. This tidal wave attack also causes Mickey to lose all of his colors, turn white and become exhausted, suggesting that the known early idea of ink/paint/thinner usage changing his physical appearance was going to involve a stamina meter tied to his attacks. Mickey's early design was more stylized compared to his traditional appearance in the final game, featuring a prominently tall forehead, a lanky, stretched body, no visible mouth, and crooked oval ears. This early design would live on through an emblem used in promotional materials and as a recurring icon throughout the final game, with the inky black outline of the early design's head forming an "M".
Early animation tests:
https://www.youtube.com/watch?v=7hVrTVt0d-o
Title screen with emblem:
https://www.youtube.com/watch?v=KkvCZYpFU6Y?t=258
https://www.youtube.com/watch?v=7hVrTVt0d-o
Title screen with emblem:
https://www.youtube.com/watch?v=KkvCZYpFU6Y?t=258
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Planet Zoness was originally a beautiful water planet similar to its twin planet, Aquas. It was famous for its resorts and was where Peppy Hare had taken his wife, Vivian, for their honeymoon. However, Andross' forces would invade and pollute its waters with their bioweapons, mutating the local wildlife to become larger and violent.
Early footage of Star Fox 64 circa 1996 actually show Zoness in its pure, unpolluted state, which seems to indicate that making it polluted was decided on later in development. There's actually appears to be dialogue remnants of this cleaner version in the developer's dub:
When finishing the stage:
But in the final polluted version, this exchange in the JP version goes:
Early footage of Star Fox 64 circa 1996 actually show Zoness in its pure, unpolluted state, which seems to indicate that making it polluted was decided on later in development. There's actually appears to be dialogue remnants of this cleaner version in the developer's dub:
Peppy: Be careful of the wildlife on this planet.
Falco: Huge, these guys!
Slippy: I want to live in a sea like this, ribbit.
Falco: Huge, these guys!
Slippy: I want to live in a sea like this, ribbit.
When finishing the stage:
Peppy: I didn't know this planet was under Andorf's power too.
Slippy: I will come back when there is peace.
Slippy: I will come back when there is peace.
But in the final polluted version, this exchange in the JP version goes:
Peppy: 何て事だ・・・これがあのゾネスか? (What the... is this Zoness?)
Slippy: 泳ぐ気にもならないよ (I don't even feel like swimming.)
Falco: お前 海でも泳ぐのか (Do you swim in the sea, too?)
Slippy: 泳ぐ気にもならないよ (I don't even feel like swimming.)
Falco: お前 海でも泳ぐのか (Do you swim in the sea, too?)
Zoness beta footage:
https://www.youtube.com/watch?v=snoshsyMmIc?t=61
Star Fox 64 Rejected Developer's Dub:
https://www.youtube.com/watch?v=bpsHjFBK164?t=338
Zoness development history Reddit thread:
https://www.reddit.com/r/starfox/comments/11n99ss/beta_zoness_water_safe_enough_to_drink/
User's English translation of official Japanese Star Fox 64 guidebook:
https://www.reddit.com/r/starfox/comments/y8cwc9/finally_got_around_to_doing_translations/
https://www.youtube.com/watch?v=snoshsyMmIc?t=61
Star Fox 64 Rejected Developer's Dub:
https://www.youtube.com/watch?v=bpsHjFBK164?t=338
Zoness development history Reddit thread:
https://www.reddit.com/r/starfox/comments/11n99ss/beta_zoness_water_safe_enough_to_drink/
User's English translation of official Japanese Star Fox 64 guidebook:
https://www.reddit.com/r/starfox/comments/y8cwc9/finally_got_around_to_doing_translations/
subdirectory_arrow_right Resistance (Franchise)
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During the 2006 Game Developers Conference (GDC) where Sony Computer Entertainment showcased a new demo for Resistance, the game previously known as "I-8". The demo showed the game in a much more complete form than the simple FPS that was shown at E3 2005. The gameplay was shown with new weapons very much like the Ratchet & Clank series, only now with a more realistic slant. The demo also showed off effects such as smoke trails on grenades, tactical troop movements, and enemies that came from the ceilings as the lead character ran down a devastated corridor.
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The Saturn release's demo, "Silhouette Mirage: Trial Version", normally ends after level two. However, hidden on the game's disc is an early pre-release build of the retail game, dated 1997-07-16, while the final game has a build date of 1997-07-30. The full game is inaccessible without modifying the data.
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A prototype for Color a Dinosaur shows that the game was originally called Paint Me! and used black backgrounds instead of white. Despite the title not signifying that the game features dinosaurs, there is nothing to suggest that the game was ever going to feature any pages other than dinosaurs, as all the pages on the prototype are also dinosaurs.
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The E3 2003 reveal trailer for what would become Star Fox: Assault showcased what appears to be a first-person perspective mode, which ended up being discarded in the final game. However, this scrapped first-person mode can still be accessed in all versions of the game through hacking. It is not fully complete, but has almost full functionality.
E3 2003 Star Fox: Assault trailer, which showcases the first person mode at various points:
https://www.youtube.com/watch?v=Yf7gnsxmJRY?t=44
Unused First-Person Mode - Star Fox: Assault:
https://www.youtube.com/watch?v=ko1B6TX5E5o
https://www.youtube.com/watch?v=Yf7gnsxmJRY?t=44
Unused First-Person Mode - Star Fox: Assault:
https://www.youtube.com/watch?v=ko1B6TX5E5o
subdirectory_arrow_right Star Fox Guard (Game)
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When Star Fox Zero was originally scheduled to come out in the holidays of 2015, it didn't feature a map screen or branching paths, or even (by default) Smart Bombs, two core components of classic Star Fox titles such as the original Star Fox on the SNES or Star Fox 64.
Shigeru Miyamoto's original vision for Star Fox Zero, when it began development in 2014, was for it to be more like an episodic TV show (as in, a linear set of episodic, bite-sized missions), similar to his biggest inspiration for Star Fox, the 1965 TV series "Thunderbirds", as opposed to earlier games like Star Fox 64 that were designed more like an epic, longer movie. At E3 2014, he compared the tried-and-true Star Fox gameplay as the "primetime programming", while the quirkier, more experimental fare (referring to Star Fox Guard) as the "late-night programming". As explained by Miyamoto in early 2016, the initial decision to remove Smart Bombs as a core game mechanic was to streamline and simplify the gameplay, to force the player to focus more on using their own techniques and skills to get through the levels. Originally, Smart Bombs would have only been available through the special SNES Arwing mode only accessible through the Fox McCloud amiibo figure or alternatively, collecting all of the game's 70 medals.
However, after Star Fox Zero's initial poor showing at E3 2015, particularity from die-hard Star Fox 64 fans, it was decided to delay the game and attempt to make it more like a long-form movie in the similar vein of SF64, by including an arcade mode (that is unlocked by playing through the story mode, a single linear list of missions like what Miyamoto had intended) with additional branching pathways and also the re-inclusion of Smart Bombs as a universal gameplay mechanic.
Shigeru Miyamoto's original vision for Star Fox Zero, when it began development in 2014, was for it to be more like an episodic TV show (as in, a linear set of episodic, bite-sized missions), similar to his biggest inspiration for Star Fox, the 1965 TV series "Thunderbirds", as opposed to earlier games like Star Fox 64 that were designed more like an epic, longer movie. At E3 2014, he compared the tried-and-true Star Fox gameplay as the "primetime programming", while the quirkier, more experimental fare (referring to Star Fox Guard) as the "late-night programming". As explained by Miyamoto in early 2016, the initial decision to remove Smart Bombs as a core game mechanic was to streamline and simplify the gameplay, to force the player to focus more on using their own techniques and skills to get through the levels. Originally, Smart Bombs would have only been available through the special SNES Arwing mode only accessible through the Fox McCloud amiibo figure or alternatively, collecting all of the game's 70 medals.
However, after Star Fox Zero's initial poor showing at E3 2015, particularity from die-hard Star Fox 64 fans, it was decided to delay the game and attempt to make it more like a long-form movie in the similar vein of SF64, by including an arcade mode (that is unlocked by playing through the story mode, a single linear list of missions like what Miyamoto had intended) with additional branching pathways and also the re-inclusion of Smart Bombs as a universal gameplay mechanic.
Gamenesia summary of info prior to Star Fox Zero's announcement:
https://web.archive.org/web/20140714223509/http://www.gamnesia.com/news/everything-we-know-about-star-fox-u#.U8RbJxvP1qa
Shigeru Miyamoto Time interview:
https://time.com/4245215/starfox-wii-u/
Shigeru Miyamoto Mashable interview:
https://mashable.com/article/star-fox-zero-preview
https://web.archive.org/web/20140714223509/http://www.gamnesia.com/news/everything-we-know-about-star-fox-u#.U8RbJxvP1qa
Shigeru Miyamoto Time interview:
https://time.com/4245215/starfox-wii-u/
Shigeru Miyamoto Mashable interview:
https://mashable.com/article/star-fox-zero-preview
subdirectory_arrow_right Dinosaur Planet (Game)
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The life bar icons for the SnowHorn and HighTop in Star Fox Adventures sport different, more cartoony designs from their respective in-game models. The reason for this is because they're clearly based upon their original N64 Dinosaur Planet models, which too are much more cartoonier than the final SFA models that go for a more semi-realistic look.
SFA life bar sprites:
https://www.spriters-resource.com/gamecube/starfoxadventures/sheet/67546/
SFA HighTop:
https://youtu.be/PrUfAOdDhTU?t=92
DP HighTop:
https://youtu.be/I-pJrjq6QSM?t=1552
SFA SnowHorn:
https://youtu.be/Zg6Q5NTgzic?t=3093
DP SnowHorn:
https://youtu.be/fAP3HDW8Khc?t=969
https://www.spriters-resource.com/gamecube/starfoxadventures/sheet/67546/
SFA HighTop:
https://youtu.be/PrUfAOdDhTU?t=92
DP HighTop:
https://youtu.be/I-pJrjq6QSM?t=1552
SFA SnowHorn:
https://youtu.be/Zg6Q5NTgzic?t=3093
DP SnowHorn:
https://youtu.be/fAP3HDW8Khc?t=969
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According to a Japanese promotional tape, earlier versions of some of the special weapons function differently than they do in the final game:
• Star Crash was a single attack that homed in on enemies rather than being used as a shield.
• Gravity Hold stopped time instead of defeating all enemies on screen.
• Gyro Attack did not have a limit and it could be used in multiple directions at once.
• Star Crash was a single attack that homed in on enemies rather than being used as a shield.
• Gravity Hold stopped time instead of defeating all enemies on screen.
• Gyro Attack did not have a limit and it could be used in multiple directions at once.
subdirectory_arrow_right Dinosaur Planet (Game)
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One of the enemies Sabre and Krystal would encounter in Dinosaur Planet were these robotic Scorpion-like automatons, typically found in Krazoa-build strongholds such as the Force Point Temples and Cape Claw. While removed in the final Star Fox Adventures, they could still be found hidden within the E3 2002 kiosk version via hacking.
Dinosaur Planet - Robot scorpions in action:
https://www.youtube.com/watch?v=Mv4jOUxVoNY
Robot scorpions found within SFA E3 2002 demo:
https://www.youtube.com/watch?v=Wdls9cT17Xo?t=118
https://www.youtube.com/watch?v=Mv4jOUxVoNY
Robot scorpions found within SFA E3 2002 demo:
https://www.youtube.com/watch?v=Wdls9cT17Xo?t=118
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Originally, going by some of the initial concept art as well as early gameplay footage for Star Fox Adventures, the tip of Krystal's staff was meant to transform whenever Fox performed one of its magic abilities. For example, when Fox performed the Ground Quake ability, it'd transform into a hammer. Curiously, one of the pieces of concept art mentions the staff transforming into a wing tip to give Fox the ability to glide, which goes unused in the final game. The models for these staff transformations were also found within the E3 2002 kiosk version of Star Fox Adventures. Ultimately, this went unused in the final game.
SFA concept art:
https://imgur.com/a/OtnVRSg#ZaUTRtz
SFA Space World 2001 trailer showing Krystal's staff tip transforming into a hammer when Fox performs the Ground Quake ability:
https://youtu.be/OliAnoALccg?t=15
Unused Staff End Tips:
https://www.models-resource.com/gamecube/starfoxadventures/model/20685/
https://imgur.com/a/OtnVRSg#ZaUTRtz
SFA Space World 2001 trailer showing Krystal's staff tip transforming into a hammer when Fox performs the Ground Quake ability:
https://youtu.be/OliAnoALccg?t=15
Unused Staff End Tips:
https://www.models-resource.com/gamecube/starfoxadventures/model/20685/
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